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Thread: Fate/Reclamation (OOC)

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    闇色の六王権 The Dark Six Mellon's Avatar
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    Fate/Reclamation (OOC)






    Sixty-five years. For sixty-five long years, we have been forced to skulk around the sidelines, forced to plot and scrounge whatever we can. To smile and nod at those who took everything from us. Centuries of work and effort, centuries of blood and sacrifice! All lost because of a gormless smiling snake who couldn’t keep his fingers to himself and doomed us all.

    Darnics stupidity had a high price for us all.

    Our one chance at true enlightenment, lost. What of the Grail, you ask? Spirited away by the dogs of the Association and thrown into the “Bottom of the Bridge”, where it rots away to this very day, its power sealed behind unbreakable barriers. Do you even comprehend what has been taken from us? What it means to lose the very thing that has given meaning to you and your family for generations? The utter depths of despair that one can fall into?

    It is enough to drive a man insane.

    But no matter. We will have our due. You may have taken the Grail from us, but we will not be cheated so easily. Too much has been lost for that to be the case. But I admit that the fundamental mistake was ours. After all, the political arena is a place where we are truly incapable of contesting neither the Clock Tower nor its illustrious Lords. We are just three families, after all, no matter the histories we bear.

    Which is why, this time, we have aspired to prepare an adequate stage for everyone involved.

    So, ladies and gentlemen of the Clock Tower, rejoice!

    For it is, once more, the time for all our wishes, and yours, to come true at last.

    Let me be the first to welcome you all to the Fourth Holy Grail War.





    London, 2004.

    The world is in an era of untold prosperity and peace, both in the magical and mundane realms. Here, in the beating heart of the magical world, do countless magi practice their obscure crafts in the hopes of one day reaching their ever-distant goal. An age where the even the term “Holy Grail War” has become nothing more but a passing historical curiosity for archivists and historians, with no real-life relevance for the vast majority of magi alive. Yet it is often said that those who do not learn from the past are doomed to repeat it.

    And some grudges are dangerous when left to fester.

    Fate/Reclamation is an RP that takes place in an alternate timeline that splits from the Fate/Stay Night right after the Third Holy Grail War. Much like the events described in Fate/Apocrypha, in this timeline the entirety of the Greater Grail system was stolen by Darnic Prestone Yggdmillennia and transported out of Fuyuki after the Third Holy Grail War. However, due to the loose tongue of one of the Nazi guards who were escorting the Grail back to Europe, the Magi Association learned of the situation, and, in a rare bout of proactivity, intercepted Darnic’s vessel as it was passing through the Strait of Malacca and took possession of the Greater Grail from the Yggdramillenia patriarch.

    However, the Association suddenly found itself less than inclined to return the Grail back to its original owners.

    Citing incompetence on the part of the three hosting families in allowing a magus from a second-rate family and his non-magical subordinates to steal such large-scale artifact, an emergency meeting of the Kalion Observatory decided to place the Holy Grail under a unique Sealing Designation, one reserved solely for magical artifacts of great power and danger.

    And so, for the last sixty-five years, the Greater Grail has slept silently beneath the British Museum, in the middle of the worlds greatest leyline.

    And so the curtain is drawn on yet another hazy figment thought long forgotten.

    Either through fate or by design you have been chosen by the Grail to take part in the great ritual that is about to tear the fragile peace of this age to shreds. Whether you are a simple member of the Clock Tower eager to protect your joyful days, or a member of the Three Families come to claim your birthright, war and conflict are inevitable for all who bear the mark of a Master.

    For those who cannot protect what they have,
    are fated to RECLAIM what they have lost.


    Character Creation - Master


    Every character in the RP is given 18 Master Points to spend on their basic talents and abilities.

    These attributes will be what will determine all the more basic aspects of your character, such as their speed, accuracy, and strength. Every character has three physical and three supernatural attributes All these attributes are ranked progressively from E (extremely poor) to A (exceptional).

    These attributes are:

    STR - Strength is a measure of muscle, endurance, and stamina combined. Characters with high Strength hit harder, lift heavier objects, swim faster and etc.

    CON - Constitution is a measure of physical toughness and overall health. Characters with a high Constitution are more resilient to damage and harder to incapacitate. Constitution also determines the number of Wounds a character has.

    AGI - Agility is the measure of speed and reflexes that the character possesses. Characters with high Agility move and attack faster than normal and are capable of dodging attacks more easily.

    PRA - Prana is the measure of the individuals magical capacity and the raw magical reserves that the character possesses. Characters with high Prana are capable of casting numerous high-ranking spells in rapid succession, as well as provide exceptional amounts of magical energy to their Servant.

    FIN - Finesse is the measure of control and refinement that one can apply to their supernatural abilities. Characters with higher ranks in Finesse are capable of using high-level spells and supernatural abilities.

    PRP - Preparation is a measure of how prepared the character is for the Grail War. Characters with high Preparation have elaborate workshops, exceptional catalysts and superb support from various allies and organizations.

    Attributes, in general, are compared to each other when characters do battle. For example, strength scores are compared in melee combat not only for damage but also for the capacity of the individuals to parry incoming attacks. Characters with equal STR scores are capable of parrying attacks from each other with approximately 80% frequency. This is reduced by 20% for every point of STR that the attacker has above the defender. Parrying is capped at 80% and is also subject to modifiers resulting from skills, environment, and actual in-character actions. Ranged attacks cannot be parried (Masters) or can only be parried at close range or with beneficial skills (Servants). Spells and other supernatural abilities cannot be parried.

    Agility determines the turn order of the fight, while also determining the capacity for evasion when compared to the enemy AGI. Evasion is applied in a similar fashion to Parry. A characters Evasion is 20% against attacks that are equal in rank to his AGI score. This increases by 10% for every rank that your AGI is higher than the incoming attack. Evasion is always applied before Parry and applies to all attacks with the exception of large-scale attacks (wide-scale spells and NPs), abilities that have anti-evasive properties, ambushes (which negate both Evasion and Parry), or when casting high-ranking spells.

    Damaging attacks are compared against Constitution score, with the difference between CON and the rank of the attacking attribute determining the amount of damage the character takes. Constitution also determines the number of Wounds a character can take, which sums up to be 2 + your Constitution score. Each wound is accompanied by either a Minor Injury or a Major Injury, determined by the number of wounds dealt. Injuries are long-term debuffs that require medical attention and reduce the combat capacity of the injured individual. PCs taken to 0 Wounds, he is immediately taken out of the fight and may die or may gain a Crippling Injury - a large-scale injury that permanently affects your character in some significant way (for example, Kayneth in Fate/Zero was taken to 0 Wounds when hit by Kiritsugu’s Origin bullet).

    For magical attributes, Prana determines the amount of magical energy available to the user, with the amount of magical energy available to each rank being: E = 200, D = 300, C = 400, B = 500, A = 600. Finesse for its part is responsible for being the cap on the rank of supernatural abilities/spells that the user can take (B FIN means that your highest ranking spells are B rank). Finesse also acts as the determining factor for the accuracy of your attack spells (where it is compared with AGI for evasion).

    Preparation is a unique attribute in the sense that it does not have direct in-combat effects. Each rank in PRP grants you 4 PP, points that can be used to purchase bases in various parts of London, as well as numerous upgrades for those bases. These points can also be spent on “Primary Catalysts” which can give you a better chance of summoning a stronger servant or “Supplementary Catalysts”, which further reinforce the strength of whatever Servant you may draw.

    Factions



    Factions represent the numerous groups of individuals present in both inside and outside the framework of the Fourth Holy Grail War. Your faction will probably be the most important choice you will make for your character, as it plays a part in almost every aspect of the character, starting from combat abilities and ending up with how other Player Characters and NPCs will interact with you. Factions in Fate/Reclamation are split into two large categories.

    The Mage’s Association, also known as the Blue faction, is the centuries-old international governing of Magecraft, centered around London. They are the current holders of the Holy Grail and their main concern is the preservation and concealment of magecraft, regardless of the means taken to achieve it.

    The Three Families, also known as the White faction, are the three original families responsible for the creation of the Fuyuki Holy Grail. They are the Einzbern’s, the Toshaka’s, and the Matou’s and all characters from this faction have some kind of relation to one of these three families. Their goal is to reclaim the Grail from the Mage’s Association and to restart the Holy Grail War system that has been stolen from them.

    Both Factions have access to sub-factions with unique abilities and skills, but both of them also have access to "unaffiliated" abilities which are open to all characters and represent unaffiliated abilities or talents that may arise in members of both factions. Characters from completely new origins are possible (the Holy Church, Houjutsushi, Demon Hunters, etc), but the factional abilities are then decided on a case by case basis by the GM. In these cases, there should also be a credible and believable reason why such a character would get involved in the London Holy Grail War.

    Factions - Magic Association


    Enforcers

    “Sealing Designation Enforcers” or Enforcers, as they are more commonly known, are a group of thirty-four combat specialists, who have been endowed with the duty of hunting down magecraft users who have been placed under a “Sealing Designation”. Due to their exceptionally dangerous duty, they are exceptionally skilled in anti-magecraft tactics and almost universally looked upon with inherent suspicion and derision, even by the higher-ups of the Association. The Enforcers place a heavy emphasis on practical combat application over esoteric magical research and it is because of this specialization on anti-magi tactics that they are known as one of the three “Sleeping Disasters” of the Association.

    The Enforcers have the following unique traits:

    Due to their exceptional focus combat, Sealing Designation Enforcers receive two additional attribute points that can be spent on physical attributes (STR/AGI/END).

    All Enforcers gain the perk Anti-Magecraft Tactics for free.

    Due to the institutional discrimination present in the Association, Enforcers are extremely hampered in collecting political capital and recognition. Enforcers are capped at C PRP and cannot buy any perks that have PRP requirements above C rank.

    Are only sub-faction that can access the following perks - "Breaking and Entry", "Flash Cast", "Signature Suppression", “Truth Seeker”, "Magus Killer", "Supremacy of a Hundred Battles" and "Battlefield Manipulation".

    Lords


    The ruling aristocratic elite of the Clock Tower, the Lords are a group of prestigious family-heads and heirs whose influence and power can be felt in every part of the Association’s power structures. While there are only three major families of Lords in the Association itself (Barthomeloi, Trambelio, Meluastea), these families have a relatively large number of branch families which can be, by this point, considered completely independent lineages of their own. In addition, the families responsible for overseeing the Twelve Departments of the Clock Tower are also considered to be Lords, albeit of a lesser standing than the scions of the three main families.f

    The Enforcers have the following unique traits:

    All Lords gain +1 FIN and +1 PRP at character creation.

    All Lords gain the perk Magic Crest (Major) for free.

    All Lords must have at least B PRA or higher. Due to the inherent prestige involved with the position, all heirs and family-heads must display a capacity for magecraft that surpasses that of common men. As both the number of magical circuits and their quality is a measure of prestige in the association, the Lords often go to almost ludicrous lengths to enhance magical potential in their offspring.

    Due to their isolated upbringing and inherent biases towards the mundane world, the Lords cannot use modern technology to any significant degree. While lights and other basic necessities of modern existence are still familiar to them, more complex pieces of technology, they lack the skills to use more complex pieces of technology like computers or cars.

    Are only sub-faction that can access the following perks - "Color Bearer", "Department Heir", "A King in His Castle", “Crescendo of Generations”, "Ruler of the Reliquary" and "Master of Rituals".



    Faculty and Students

    While the Lords rule and the Enforcers hunt those the Lords deem valuable, the vast majority of people at the Clock Tower belong to neither of these factions. Instead, they belong to the teeming mass of students and staff that are responsible for the day-to-day management of the Clock Tower. After all, the Clock Tower is fundamentally supposed to be an organization of learning and research. While that idea may be somewhat naive, considering the incredible fragmentation and isolationism that exists between the different faculties, the Clock Tower hosts an incredibly large number of different magi with wildly diverging competencies and skills.

    Members of the Clock Tower have the following unique traits:

    All individuals studying or teaching at the Clock Tower are part of one of its Twelve Faculties.
    Each PC in this faction gains 5 points which can be freely used to buy spells associated with their faculty (at 1 point per spell rank). Only spells up to C-rank can be purchased in this manner.

    Everyone gains either Application Mastery (if they are a part of the Faculty ) or A Diamond in the Rough (if they are a Student).

    Are only sub-faction that can access the following perks - "Distinguished Lecturer", "Crouching Magus, Hidden Magician", "Broadened Horizons", “Ties to the Thirteenth” "Titan’s Tithe”, “The Scion of the Highest Crown”, and “High-speed Incantation”


    Factions - Three Families

    Matous

    The Matous, or Makiris, as they were originally known, is the least well-known family out of the Three Families that have come to London in order to challenge the Association, only mainly known for their rather significant historical contributions to both Jigmarie and Valuay faculties. The current head of the family is Kariya Matou, a stony-faced man in his late-thirties with almost no significant magical achievements to his name. This, coupled with their dying magical bloodline and low overall numbers, has lead to them being widely considered to be the weakest of the Three Families.

    All members of the Matou family have the following unique traits:

    Due to their unique Crests, all members of the Matou family gain +1 PRA. In addition, the PC in question may take 1 Wound in order to replenish his prana pool by 150 units at any time. This replenishment cannot exceed the overall prana cap of the PC.

    All Matou’s gain the perk Crest Worms for free.

    Are only sub-faction that can access the following perks - "Crawling Flesh", "Crest Implantation", "Secondary Contract", “Words of Binding”, "Countless Eyes", "From Man to Monster" and "Sectioned Seals".



    Tohsakas

    The Tohsaka family are the Second Owners of Fuyuki, the original location for the Holy Grail and the only one of the Three Families to actually originate from the Orient. Ironically, despite the inherent racism present in the Association against Asians, out of the Three families, the Tohsakas are the most visible and recognizable in Association politics, as Toshaka Tokiomi, the current family head, was a senior lecturer at the Fourth Faculty for over a decade. Most notably, however, the Tohsakas are known for their usage of Jewel Magecraft and their long-standing feud with the Edelfelt family.


    All members of the Tohsaka family have the following unique traits:

    Due to their history as both martial artists and magi, members of the Tohsaka family are exceptionally flexible in their upbringing and training. All members of the Tohsaka family gain 1 additional Attribute Point.

    All members of the Tohsaka family gain access to the Transferral of Power for free.

    Are only sub-faction that can access the following perks - "Disciple of the Fivefold Lotus", “Jewel Mastery", "Home of the Grail", “With the Ruby Heart ”, "Crystal Snakes", “Curial Relationships" and “Duality Summon".



    Einzberns

    Known colloquially as the “Hermits of Donau”, the Einzbern family has always been an incredibly isolationist family, even by Magi standards. A family whose history goes back thousands of years, and who previously held one of the FIve True Magics, their collective past should be more than sufficient to take up a position as one of the Lords of the Association. Instead, however, the Einzberns shun almost all contact with the Association, preferring to remain in Germany, where they work on their immaculate homunculi and unscrutable magecraft. Over the last couple of decades, however, the Einzberns have started to seemingly break out of their shell, taking numerous trips to Japan during both the 80s and the 90s.

    All members of the Einzbern family have the following unique traits:

    All members of the Einzbern family gain +1 PRA.

    As almost all members of the Einzbern family are homunculi, they come “specialized” on a specific field that allows them to better complete tasks in that area. There are two main configurations for Einzbern PCs. Both configurations gain additional 25 AP to use on their perks and abilities.
    “Master” configuration - These homunculi are focused on support and non-combat related tasks. “Master”-type homunculi can only take combat-related perks worth 25 AP or less.
    “Servant” configuration - These homunculi are almost completely focused on direct combat. “Servant”-type homunculi can only take non-combat-related perks worth 25 AP or less.

    Are only sub-faction that can access the following perks - "Unorthodox Container”, “Wireframe Elegance”, “Arsenal of Faces”, “Living Circuit”, “Alchemic Reservoir”, ‘Perfection of Artificial Flesh” and “Fruits of Maddened Focus”.



    Magecraft

    Magecraft, or Thaumaturgy, is the artificial reenactment of miracles or supernatural phenomena. Most magecraft exists on the fundamental principle of converting Prana inside the user’s body in order to transform the surrounding world. Each magus achieves this by acting in accord with their “Thaumaturgical Foundation” and executing one of the pre-built programs within this system, which are more commonly known as spells.

    In Fate/Reclamation, spells are bought for AP during character creation, with each rank costing 2 AP. This means that an E-rank spell would cost 2 AP, while an A-Rank spell would cost 10 AP. The scale and damage of magecraft is far more wide-scale than that of normal attacks and all spells of a specific rank are considered to have an effect equal to their rank +1 (e.g a C-rank spell would be equivalent to a B rank physical attack). Spells also often have secondary effects and attributes that accompany them (e.g a beam of light that homes in and tracks its target). There are no inherent limits to these effects (although their number should not typically exceed two), however, depending on the circumstances these effects may lower the overall damage of the spell in question.

    The cost of spells is also tied to their rank. E-rank spells cost 20 prana points to cast, with each subsequent rank increasing in cost by 20 prana points, until A-rank spells, which cost 100 units to cast. In addition, each spell is associated with a spellcasting speed, based on the rank of the spell. This represents the heightened concentration that higher-ranking spells require, demanding more and more attention from the spellcaster.

    These cast times and their effects are as follows:
    Single Action (E-rank) - At this rank, Magecraft can be performed almost instantly and with little to no concentration. The caster can Move, Attack, Dodge, and Parry during the turn that the spell was cast.

    One-Line (D-rank) - At this rank, the spell is a single phrase composed of at least one word. The caster can still launch other close-range attacks in addition to casting the spell, as well as dodge and parry incoming attacks while casting, but large-scale movement (such as closing in on a distant opponent) is impossible.

    Two-Line (C-rank) - At this rank, the spell is composed of at least two phrases. At this point, the concentration required for spellcasting makes carrying out any additional attacks while spellcasting unviable. The caster can still dodge and parry incoming attacks.

    Five-line (B-rank) - At this rank, the incantation required to manifest the magecraft is composed of at least five phrases. Only minor physical movements, such as parrying incoming melee attacks, can be carried out.

    Ten-count (A-rank) - An “Instantaneous Contract”. At this level, the spell is composed of at least ten phrases and requires the user’s complete and utter focus. No actions other than spellcasting can be undertaken and incoming attacks cannot be dodged nor parried.



    Bases and Catalysts

    All PCs in Fate/Reclamation gain 4 Preparation Points (PP) for every rank in their PRP attribute. PP is used to purchase bases with incredible magical and mundane abilities. They are also used to buy various catalysts in order for masters to both ensure optimal compatibility with their Servant, as well as enhance their capabilities.

    Bases, much like spells, range from E to A rank. Base Rank represents the vast multitude of factors that go into establishing a magi workshop and represents both the amount of preparation (by the PC) put into the base, as well as its inherent suitability for magecraft and other supernatural abilities. An E-rank Base costs 1 PP and it takes 1 PP to increase its rank by one, up to a cap of 5 (A-rank base).

    Base Abilities are the various supernatural enchantments or mundane tools that a base may possess. These may range from things like a network of cameras in order to detect intruders to magical golems and supernatural sentries. All base abilities cost 2PP per ability. The rank, nature, and function of these abilities are completely up to the player (in cooperation with the GM). However, the maximum rank of these abilities is capped to your Base Rank (e.g B-rank Base can not have Base Abilities higher than B rank).

    All Base Abilities are divided into five categories:

    Detection
    - Detection abilities are powers associated with scrying and spying on others. A crystal ball that allows you to spy on enemy fights in a nearby district would be a Detection-type Base Ability.

    Hiding - Hiding abilities are powers related to hiding your base and keeping it unseen from prying eyes. A barrier that makes it impossible to sense any magecraft carried out inside would be a basic Hiding-type Base Ability.

    Defensive - Defensive abilities are related to magical defenses and guardians. A Bounded Field that weighs down all enemies in your mansion can be considered a Defensive-type Base Ability.

    Rejuvenation - Rejuvenation abilities are associated with healing and regeneration of both wounds and prana. A fountain that produces healing water is a Rejuvenation-type Base Ability.

    Mundane - Mundane-type Base abilities refer to items, people, and equipment that can be considered non-magical. For example, a gang of bikers with machineguns could be considered a Mundane Base Ability, as could be a set of remotely-triggered mines placed in the lobby.

    All Base Abilities (excluding Mundane-types) require a magical upkeep every midnight in order to carry out their functions. If this upkeep is not paid, the ability cannot be used during the following day or has no effect. This upkeep must be paid for every Base Ability separately. The upkeep costs are:
    E - 0 Prana
    D - 10 Prana
    C - 20 Prana
    B - 30 Prana
    A - 40 Prana

    Catalysts are various artifacts that can be used to enhance the effectiveness of your Servant. Much like Base Ranks, Catalysts are bought on a 2PP per Rank basis and can be divided into two major categories: Main Catalysts and Secondary Catalysts.

    Main Catalysts are the primary artifacts that Masters use to establish a connection with their Servant. A Main Catalyst of at least E-rank is neccessary to summon a Servant. Each subsequent rank in a Main Catalyst reinforces your connection with your Servant and gives the Master a higher chance to summon a Servant compatible with his or her ideals and goals. The ranks and effects of different Main Catalysts are as follows.

    E-rank
    (Low Affinity)
    - At this rank, the Master only has a Catalyst that is capable of fulfilling the bare minimum required for participating in a Grail War. There is a high chance of a mismatch between the Master and the Servant, both in terms of ability and in terms of personality (e.g idealistic Servant matched with a villanous Master).

    D-rank (Mediocre Affinity) - At this rank, the Master has procured a sub-par Catalyst, leaving potential affinity with his Servant largely up to chance. The GM will randomly select a Servant for the player.

    C-rank (Average Affinity) - At this rank, the Master can generally aim to summon a specific type of hero, based on very general characteristics. Characteristics can be suggested both on a personality-basis (e.g “heroic”) or on a skill-basis (“ranged combatant”), but only one characteristic can be chosen.

    B-rank (Good Affinity) - At this rank, the Master has procured a good catalyst for a Heroic Spirit that matches his or her nature. The GM chooses the Servant with the highest affinity with the Master, both personality and ability-wise.

    A-rank (Exceptional Affinity) - At this rank, both your research and procurement have born fruit in order to grant you a one-of-a-kind catalyst that is highly specific for the Heroic Spirit you are seeking. A-rank Main Catalysts allow for the PC to choose which Servant he wishes to summon at the start of the RP (in essence, pre-made Master/Servant pairs)

    Secondary Catalysts are general-type Artifacts that can be used to reinforce the connection between the Servant and his “original template” located in the Throne of Heroes. These provide general attribute boosts to the Servant, regardless of his or her actual class. Secondary Catalysts are bought seperately from Main Catalysts and their effect must be chosen during character creation by the Master (e.g before you know which Servant you will summon). Note that the Heroic Spirit must still qualify for any additional skills or abilities bought. The effects of Secondary Catalysts are as follows:

    E-rank
    - +2 SP
    D-rank - +4 SP
    C-rank - +6 SP OR +1 LP
    B-rank - +8 SP OR +2 LP
    A-rank - +10 SP OR +3 LP OR Reduced Servant “Weakness”

    Equipment

    Magical Equipment in Fate/Revelation is divided into two categories: Conceptual Weapons and Mystic Codes. Both types of equipment can be divided into ranks in a similar fashion to attributes, skills, and spells, ranging from E-rank to A-rank. The cost of both Conceptual Weapons and Mystic Codes is identical and corresponds to the following scale:

    E-rank - 15 AP
    D-rank - 20 AP
    C-rank - 25 AP
    B-rank - 30 AP
    A-rank - 35 AP

    Conceptual Weapons are magical items that either through magecraft or history, have gained a degree of mystery that surpasses normal objects. When used, these weapons deal more than simply physical damage - they materialize the force of their concept into the world itself. While there is a variety of concepts associated with Conceptual Weapons, almost all of them deal in some manner or another with attacking the “immaterial”, rather than the physical, and as such possess low physical interference. Due to their incredible specificity, Conceptual Weapons are typically aimed at specific types of enemies and possess almost no inherent effectiveness outside their intended targets (e.g Anti-Spirit, Anti-Undead, Anti-Magecraft, etc).

    Conceptual Weapons are ranked by the GM upon creation and typically have costs associated with them that scale in rank. While lower-rank Conceptual Weapons may only be limited by the number of times one can use their “concept” in a single engagement, higher ranking Conceptual Weapons may have far more dangerous requirements associated with their use. All Conceptual Weapons, regardless of rank, possess inherent Mystery is sufficient for them to be able to damage beings that could not normally be damaged by physical phenomena.

    Mystic Codes are the second type of magical equipment available for Masters and represent the types of magical tools and equipment wielded by magi. Mystic Codes can be generally divided into two categories Amplifier-type and Specialized-type. Amplifier-type Mystic Codes generally work in some manner to enhance or amplify the users capacity for Magecraft. A basic example of this is the prana-storing Gems of the Tohsaka family, which act as simplistic Mystic Codes. This type of Mystic Code is generally active and does not typically have any specific costs associated with its use.

    Specialized Mystic Codes are different in the sense that they initialize a very specific effect upon activation. This effect is similar to a spell in nature and they are being fueled by the user's prana reserves. Noble Phantasms can be often considered to generally fall into this category (albeit on a different scale. The duration of this effect can differ (Volumen Hydragram vs Fragarach), as can the prana cost of the Mystic Code in question (and whether it is constantly paid or paid in a lump sum). Much like with Conceptual Weapons, the rank of each Mystic Code is determined by the GM, based on its effect.


    Perks


    Each Master in Fate/Reclamation is characterized by a set of perks that represent his or her skills, abilities, personality and past. Each Master in Fate/Reclamation is granted 130 Ability Points, which can be used to purchase perks, spells, and magical artifacts. The amount of Perks of perks that each character can purchase is capped at four. Perks are listed as follows, but player-made perks can also be submitted (but will be evaluated on a case-by-case basis by the GM).

    The perks available in Fate/Reclamation are as follows:

    Magic Association - Perks
    Enforcer Perks

    Anti-Magecraft Tactics
    Faction - Enforcers
    Requirements - N/A

    Every Enforcer knows his role in the Clock Tower, for they are rarely allowed to forget it. They are hunting dogs, nothing more. And there is only one kind of prey for those who are counted among the hounds of the Association. Through either experience or observation, you are capable of formulating basic countermeasures against almost any type of spell, provided that you have the time to internalize your gathered information.

    At the end of each day, you can create a minor magical charm against a single spell you have previously personally observed or targeted by. This spell is reduced by two ranks in effectiveness when used against you, provided that the charm remains intact.

    Breaking and Entry
    Faction - Enforcers
    Requirements - 25 AP

    You are exceptionally skilled at infiltrating magi workshops and other magically perilous locations. When trying to infiltrate bases, you naturally do not trigger any kind of magical detection abilities and Boundary Fields. In addition, provided that you have one phase of uninterrupted preparation, you are capable of either bypassing all magical defenses at your target location (leaving them intact and the owner unwary) or completely disabling them for an extended period of time (nullifying their effects, but notifying the owner).

    Flash Cast
    Faction - Enforcers
    Requirements - 30 AP

    As Enforcers are typically far more pragmatic than their normal Clock Tower counterparts, it is not uncommon for them to be far more specialized and effective in wielding smaller, more subtle spells, than the bombastic high-ranking spells more commonly associated with the upper ranks of the Association.

    All spells of C rank or below are counted as Single Action in regards to their casting speed. Spells of B or A are still associated with their normal casting speeds (five- and ten-count, respectively).

    Signature Supression
    Faction - Enforcers
    Requirements - 25AP

    You are a ghost of the battlefield, exceptionally skilled at suppressing both your magical and mundane signature. As long as you don’t carry out offensive actions, you cannot be identified as a magus, a master, or as a hostile individual, even when directly conversing with your target. You always get the upper hand in random encounters on the map and the effects of ambushes are increased. In addition, when carrying out long-range attacks your location is extremely hard to divine even for most Servants.

    Truth Seeker
    Faction - Enforcers
    Requirements - 20AP

    Interrogation is a grim but necessary task which few have truly mastered. You are one of those individuals. Using a mixture of magical methods and physical violence, you are capable of breaking even the sturdiest individual. By spending a phase to interrogate your target, you can gain access to any vital information the target may have, whether he wants to share it or not. This can include anything from general information (where your targets are located) to more significant information (specific information on Base Abilities, etc) and even bypasses any magical effects of compulsion the target may be under. The full scope of the information provided decided by the GM. In addition to this, you have a sixth sense for lying and subterfuge and can tell if someone is trying to deceive you or hide something.

    Magus Killer
    Faction - Enforcers
    Requirements - 40 AP

    Even amongst the hounds of the Clock Tower, your skills in hunting magi are first-class and only matched by few other individuals in the entire world. Even when observing magecraft for the first time, you are capable of figuring out methods to neutralize or completely nullify incoming magecraft. Twice during each combat encounter, you can set your Evasion against an incoming spell to 100%, even when facing spells which could not be normally dodged.

    In addition, the cost of anti-magecraft equipment (Mystic Codes/Conceptual Weapons) is reduced by 50% and you gain one such artifact for free.

    Supremacy of a Hundred Battles
    Faction - Enforcers
    Requirements - 45 AP

    In sheer combat experience, you have no equal. Not just magi, but also vampires, half-bloods, members of the Church, and more - you have faced all of the monsters of the supernatural world and not only survived but also come out stronger.

    Gain three additional attribute points that can be used for physical attributes. These three points can be used to break the attribute cap for Masters (to C-rank Servant). When engaging an enemy with higher attributes, your STR and AGI are counted as equal to the engaging enemy for the purposes of Parry and Evasion. This effect lasts for four turns, after which your attributes are counted as normal.

    Battlefield Manipulation
    Faction - Enforcers
    Requirements - 30 AP

    You have integrated magical symbols and written foci into your spellcasting style in a manner that few other magi have. All your spells can be bound to a specific location to activate as a trap, rather than being directly cast as standard magecraft spells. You gain an alternative [Trap] configuration for all of your spells. While the underlying nature of these alternative configurations is identical to their base forms (e.g a spell that generates a gust of wind would still create a gust of wind in their trap configuration), their functional effects can vary quite significantly. [Trap] spells last until triggered, but have a longer preparation time than normal spells (dependant on rank).


    Lord Perks


    Magic Crest (Major)
    Faction - Lords
    Requirements - N/A

    The mark of every family head and heir, Magic Crests are the lifeblood of the Association. In many ways, to even be considered to be a true magus, instead of a simple magecraft user, one needs to possess Magic Crest. And the Crests of the Lords, the greatest of the magi, are no mere playthings.

    Pick a narrow specialization of magecraft (e.g manipulating sound). At any point, you can ask the GM to create a spell that would fulfill a general task in that specialization (e.g “Echo my voice throughout the building”). The GM will then create a suitable spell for the task. The rank, effects, and preliminary requirements of this created spell can vary and additional work may be required to best apply the spell. In addition, due to the large volume of spells (and variants of those spells) in ancient Crests and the automated casting procedure, same requests may not always result in the same spell being cast.

    The maximum rank of spells in the users Magic Crest is equal to FIN-1.

    Color Bearer
    Faction - Lords
    Requirements - 35 AP

    Amongst the magi of the Association, you are one of the few to receive a “Colored Title”, marking you as the bearer of a truly unique magical talent or skill. Choose a magical specialization (magical puppetry, physical reinforcement, etc) and an associated color. Any spells or abilities you purchase that are associated with this specialization gain a unique additional effect. These boosts are created by the GM based on the abilities and specialization in question.

    Department Heir
    Faction - Lords
    Requirements - 25 AP

    You are the heir to one of the Twelve Families that run the Departments of the Clock Tower. Gain one A and one C-rank spell that corresponds to your chosen faculty. As the Twelve Departments are almost akin medieval fiefdoms in their structure, you can call upon the members of your faculty to support you on matters such as scouting, spellcasting, research, and preplanned offensives.

    A King in His Castle
    Faction - Lords
    Requirements - 35 AP

    While common magi may content themselves with the mere hostels and hovels that they call “Workshops”, for an individual of your caliber nothing but the very greatest will suffice. The amount of resources and effort you have put in your base is incredible, and at this point be veritably called a “magical fortress”, rather than any kind of normal residence. You immediately gain an A-rank base with one non-mundane-type Base Ability of each type for free. In addition, you also gain one A+-rank Base Ability that serves as the crowning jewel of your magical keep and is capable of significantly affecting even Servants.

    Crescendo of Generations
    Faction - Lords
    Requirements - 45 AP

    You are no mere magus. You carry the weight of countless generations of magical research on your back and it has culminated in one single feat of incredible magecraft that is peerless in the modern era. You are capable of creating an A++-rank spell, which matches even minor Noble Phantasms in raw power and effect. This spell must be an extension of the specialization chosen for your Magic Crest (Major) and represents the culmination of all the research carried out by your lineage. Casting times vary depending on the effect of the spell in question, but are always, at the very least, equivalent to Instantaneous Contract spells.

    Ruler of the Reliquary
    Faction - Lords
    Requirements - 35 AP

    You are a one of the three “Chairs” of the mysterious Kalion Observatory, a gathering of high-ranking magi who decide on the placement and revocation of Sealing Designations and the storage and maintenance of dangerous and unique magical artifacts. While a gathering of the Secret Judgement Division is unlikely to take place in the near future, access to the Vault, where the Observatory stores all of their confiscated artifacts, may come in handy in the days to come.

    Each day, you can enter the Vault and select two of the artifacts stored there. These artifacts are always at least equivalent to at least a B-rank Mystic Code or Conceptual Weapon (if not higher). However, complete knowledge of these artifacts and their abilities is murky, even to the very wisest of the Association, and they may have unknown secondary effects or downsides associated with their use. After all, some of these items might have been sealed down here for a reason...

    Majestic Guardian
    Faction - Lords
    Requirements - 40 AP

    You are unique, even amongst the myriad characters that make up the Lords of the Association, due to the intimate connection that you have with the phantasmal. Literally. Either through familial ties or through your own personal excellence, you have managed to make a contract with one of the few Phantasmal Beasts still present on this side of the world. This Phantasmal Beast has all physical attributes at A-rank and is capable of producing an A-rank spell-like effect. It also cannot be harmed by spells or physical attacks of C-rank or below.

    However, to maintain your contract with this beast, you are forced to pay an tithe in prana each day the beast is active in the material world. The amount of magical energy varies depending on the creature in question, but is typically at least 150 units each day.


    Faculty Perks

    A Diamond in the Rough
    Faction - Faculty (Student)
    Requirements - N/A

    You are one of the countless students that traverse the halls of the Clock Tower. However, whether you are an heir to a well-known family or simply a magecraft user born through the fluke of genetics, there is a hidden talent nested within your chest that sets you apart from your peers.

    Your overall AP is reduced by 40 points. However, during certain moments of extreme stress, you are capable of making incredible breakthroughs in your spiritual development by better understanding your magecraft. The precise nature of these abilities will be decided upon collaboration with the GM during those moments, but will generally represent a momentous development in your magecraft capabilities.

    Application Mastery
    Faction - Faculty (Staff)
    Requirements - N/A

    As a member of the Association’s esteemed panel of lecturers, your practical talent in magecraft is exceptional, especially when it comes to casting spells of your specific faculty. When casting spells from the same school as your Department, casting time for all ranks is reduced by one (e.g Ten-Counts become Five-Counts, etc). This effect can also be applied to magecraft schools associated with other Faculties, as long as you have a significant connection to those departments (such as through Broadened Horizons).

    Distinguished Lecturer
    Faction - Faculty (Staff)
    Requirements - 35 AP

    Even amongst the lectures of the Clock Tower, you are a shining beacon of competency and magecraft skill. Triple the amount of faculty points you receive and the points can now be used to buy spells of up to A-rank. In addition, you are capable of interrupting and countering magecraft that belongs to the same magecraft school as your faculty. The cost for this is equivalent to half of the cost of the incoming spell (and half of the casting time).

    Broadened Horizons
    Faction - Faculty
    Requirements - 15/25 AP

    Considering the internal politics of the Clock Tower, its disparate factions, and its infighting, you have achieved a truly superhuman feat. You are enrolled in multiple faculties of the Clock Tower at the same time. You gain an extra five faculty points that can be spent on obtaining spells from a secondary faculty. By spending an extra 10 AP, you can pick a third faculty. When spending 25 AP, you can also purchase one Mystic Code of C-rank or below for free, as long as it is associated with the magecraft school of one of your Faculties.

    In addition, you are capable of working between the different factions of the Clock Tower and are far better in cooperating with other members of the Association. Improves social interactions with other members of the Blue faction.

    High-speed Incantation
    Faction - Faculty
    Requirements - 25 AP

    You have spent an extensive amount of time mastering and refining your incantations in order to speed up your spellcasting. In general terms, you are capable of activating your magecraft in half the time it would normally take. All spellcasting times are reduced by one rank.

    The Scion of the Highest Crown
    Faction - Faculty (Staff)
    Requirements - 45 AP

    You have been bestowed the highest rank available to a magus - Grand. Unlike the myriad of other titles bestowed upon the Magi of the Clock Tower, this is one of the few which are granted based on merit alone, completely disregarding the recipients birth or status. To receive the classification of Grand, one must be a mage of peerless caliber. A magus amongst magi. And you fulfill all those qualifications with nary a care in the world.

    Immediately gain three A-rank spells and two B-rank spells for free. In addition, you are capable of structuring your incantations in a way that allows you to cast spells simultaneously. In essence, hiding one incantation inside another. When casting a spell, you are capable of instantly casting another spell of the same rank or lower. However, you must still pay the necessary prana cost associated with these spells.

    Crouching Magus, Hidden Magician
    Faction - Faculty (Student)
    Requirements - 45 AP

    You may be a student, but despite that, you carry within you a secret that is beyond the ken of even the very greatest of Magi. Magic. Through circumstances only known to you, you are an inheritor of True Magic, wielder of a fragment of inexplicable power that is as alien to you as it is to others. And while your grasp of its power may not be complete (and may never be, in the end) it is enough for you to manifest a shard of it upon the world.

    Gain one ability that is associated with limited scale replication of True Magic. This ability, along with its rank, effect, cost, and all associated factors are fully designed by the GM. All “revelations” derived from the Diamond in the Rough perk are only applied to your skills with this ability. No other skills are enhanced. In addition, you must keep this ability secret from your own faction, as no doubt the possession of such a talent would be subject to an immediate Sealing Designation by the Kalion Observatory.

    Titan’s Tithe
    Faction - Faculty
    Requirements - 35 AP

    You have, through either familial connections or through sheer luck, come into possession of one of the three remaining Contracts binding the Titan’s Pit to servitude. With this contract, you have called upon the Atlas Institute to support you in your quest for the Grail. They have sent a contingent of Alchemists into London with the sole purpose of fighting for your cause and bringing victory to your cause.

    This Alchemist retinue is created by the GM along with their skills and abilities, but in general, their capacities are more than sufficient to contend against an enemy Master due to their incredibly diverse weaponry. In addition, some of them may possess mysterious Conceptual Weapons and Mystic Codes that may even be dangerous against Servants.

    However, the alchemist's service is fundamentally contingent on your possession of the contract that binds them to your cause. As such, you must keep hold of this contract at all costs, for if you lose it they will have no further cause or reason to serve you.

    Ties to the Thirteenth
    Faction - Faculty
    Requirements - 25 AP

    You are, or were, in addition to your main faculty, a member of the oft-maligned Policies sub-department. A department that focuses more on social sciences, the Policies department, as can be expected, are the foremost experts on the politics of the Clock Tower. You can direct the flow of public opinion in the Clock Tower, making certain tasks either easier or harder to accomplish (e.g trying to muster support for an offensive against the Three Families when the public opinion in the Faculties is against it will be exceptionally difficult).

    In addition, once per day, you can “force” an encounter with a target character by reading their behavioral patterns and planning around them. This encounter takes place under terms you specify (e.g the target is isolated), but cannot take place under circumstances that would be out of character for the targeted individual (e.g they won’t dismiss their bodyguards, etc). For this to work, you need to have a thorough understanding of your target, either through extensive profiling or personal experience.


    Three Families - Perks

    Matou Perks

    Crest Worms
    Faction - Matou
    Requirements - N/A

    The Matou family’s characteristic trait is their familial familiars that also function as their collective Magic Crest. The Matou magecraft is typically taught through the flesh, rather than through actual study, and while not every magi in the family is infested by the worms that make up the actual Magic Crest of the Matou family, the “training” that every magus in the family goes through ensures that every member possesses at least some form of the rather peculiar familiars in their flesh.

    Members of the Matou family can use their familiars to directly break down nearby humans and animals into physical and spiritual energy. For every individual consumed in this way, the holder of this perk can either regain one Wound (any injuries obtained still remain) or 50 prana points.

    Crawling Flesh
    Faction - Matou
    Requirements - 25 AP

    Yout affinity towards the bugs and worms that infest your flesh is unusual even for the Matou family and you are capable of evolving the worms in your flesh in order to use them as makeshift combat familiars.

    You can create three “variations” for your Crest Worms, which allow them to function as battle familiars. Each variation carries with it a supernatural ability equivalent to C-rank spell. You must take one wound to manifest these insect swarms from your flesh (or to recreate them), but other than that, they carry no additional costs associated with their creation function as normal familiars capable of independent action. These swarms can also trigger the effects of your Crest Worms perk.

    Crest Implantation
    Faction - Matou
    Requirements - 25 AP

    You are capable of forcing your Crest Worms to infest the body of another, corrupting them from within and robbing them of their free will. By spending a phase, you are can force your worms into a target individual, temporarily enhancing their magical abilities or granting them the capacity to use magecraft (should they normally lack such skills). You also gain a measure of control over the individual through a mixture of worm-secreted pheromones and nerve-wracking pain, which you can trigger at your own leisure.

    Needless to say, this procedure is ultimately fatal for the target due to the extreme stress based on the body by the Crest Worms and will result in the complete physical collapse of the target, should the worms not be removed in a couple of days.

    Secondary Contract
    Faction - Matou
    Requirements - 30 AP

    Your knowledge of the Grail War system is sufficient for you to be able to offload some of your obligations as a Master to a secondary party. While you still hold the Command Seals that mark you as a Master in the Fourth Holy Grail War, the prana and anchoring required for the Servant to manifest are provided by another individual or object. This means that you are capable of using your entire prana pool for your own purposes, while your Servant shares his or her prana pool with the secondary Master you have designated.

    If the secondary Master should perish, all the aspects of the contract fully return to you. Likewise, should the main Master perish, his Command Seals and right of mastership would transfer over to the secondary Master.

    Words of Binding
    Faction - Matou
    Requirements - 35 AP

    The Matou family were the original creators of the Master-Servant system in the Holy Grail War and, as such, their understanding of the system that binds Servants to the physical realm is first-class. Even your normal instructions carry with them a weight that any Servant bound to you cannot ignore.

    Upon receiving your instructions, your Servant is placed under a minor mental compulsion, similar to a Command Seal. To ignore it, he must succeed in check against Mental Interference, but the difficulty of the check is reduced for orders that greatly clash against the Servant’s morality. Even when successful for the check, any Servant that discounts your instructions has either all physical attributes reduced by one or receives one unhealable Wound. This lasts until either removed by you or when they carry out the order specified in a manner satisfactory to you. This effect can stack for multiple ignored orders.

    Finally, once per day, you can also use your instructions to boost one of your Servants attributes by one for the duration of five turns (or until completing the instruction provided).

    Countless Eyes
    Faction - Matou
    Requirements - 20 AP

    Your affinity with normal insects and bugs is exceptional and you are capable of using them as your eyes and ears for the purposes of scouting. At any point, you can screen for any fight or other types of notable events taking place in the District you are in. You can also scout and spy on the interiors of buildings, track individuals of interest, or find peculiar characters wandering about. By spending a Phase channeling your focus and magically amplifying your affinity, this effect can be further expanded to cover two additional Districts, although any District added must first border a previously observed District.

    From Man to Monster
    Faction - Matou
    Requirements - 45 AP

    You have reached the very peak of the Matou magecraft and are the second person in the Matou family to transition away from humanity into an existence that more closely resembles that of a Dead Apostle. At this point, your actual physical body is composed of your Crest Worms, rather than anything that resembles human flesh.

    You cannot be damaged by any attacks that deal less than three Wounds to your body, as you almost instantly regenerate any smaller-scale wounds dealt on your flesh. This damage resistance does not carry over to attacks possessing enchantments that would be dangerous to your new existence (non-healing, etc). In addition, as long as a part of your body exists, you can reconstitute yourself, provided that you consume living biomass in order to recreate your physical form. The speed of your reconstitution is dependant on the amount of damage you receive.

    You also do not take Wounds for using the Matou family trait. However, you can only use it twice per encounter and every time you do so, you must consume individuals by using your Crest Worms perk after the fight. You do not gain any usual benefits (prana/healing) from consuming individuals in this manner.

    Sectioned Seals
    Faction - Matou
    Requirements - 40 AP

    You are capable of using the Command Seals granted to you by the Holy Grail in a manner that few could expect and even fewer could match. Based on the research carried out by the Matous while they were establishing the Master-Servant system in Fuyuki, you are capable of dividing your Command Seals in a way that allows you to use a portion of their power without compromising their capacity for enhancing Servants.

    Gain three Command Seals (Master). These Command Seals can be used in a variety of ways in order to boost your performance to incredible levels. When used in order to elevate physical capabilities, all of the Master's physical attributes are elevated to B-rank (Servant) for the duration of three turns. In addition, a Command Seal can be used to elevate the power of any spell cast to Servant-level, with additional power and vastly expanded capabilities. Mystic Codes and Conceptual Weapons can also be somewhat enhanced, though in this case, special circumstances are necessary in order to not damage the fundamental core of these magical artifacts by overloading them with magical energy.

    Tohsaka Perks

    Transferral of Power
    Faction - Tohsaka
    Requirements - N/A

    The Sorcery Trait held by all members of the Tohsaka family.

    Allows for the storage and later retrieval of magical energy in high-quality jewels. Gain three B-rank gemstones for prana storing and spellcasting purposes. Each gemstone can hold enough prana to fuel an equivalent ranking spell (e.g B=80). Once used up, the gemstone needs to be refilled by transferring prana from the user into the gemstone. This process takes up a Phase, but multiple gemstones can be refilled at the same time.

    In addition, the jewels can be shattered in order to produce a magical effect equivalent to the rank of the gem. These effects are based on the inherent Element and can only produce a very general effect (e.g wind-based attack spell, gravity-based sealing spell). These effects are determined by character creation (for PC gems) or by the GM (for any gems obtained during the RP). Usage of a gemstone in this manner is equivalent to a Single Action spell. Once shattered the gemstone is permanently lost. All gemstones are filled with prana at the start of the RP.

    Disciple of the Fivefold Lotus
    Faction - Tohsaka
    Requirements - 25AP

    While the Toshaka family is now ostensibly a Magi family, their original roots lie not in magecraft, but rather in the mastery of martial arts. A part of this legacy lives on in you and your mastery of the traditional Tohsaka martial arts. Successful melee attacks against your opponents release a resonating shockwave through their body that causes an additional [Minor Injury].

    In addition, you can craft one “Martial Technique” - an almost superhuman martial arts manuver. This technique is approximately equal to a D-rank spell in effect, has no casting time, and costs no prana, but can only be activated once in every three turns.

    Jewel Mastery
    Faction - Tohsaka
    Requirements - 35AP

    You have both mastered the Tohsakas traditional magecraft and spent excessive amounts of resources in order to procure the very finest of gems for your usage. You gain twelve points which you can use to purchase new gems at the start of the RP, with the cost being one point per rank. These gems, much like the ones granted by the Transferral of Power perk are completely filled at the start of the RP. Your skill in using your gemstones means that they are no longer shattered when used for spellcasting. However, you still need to retrieve the gems in some fashion in order to reuse them.

    You can also alter the Element of one of your jewels when you are refilling your gemstones, altering the magical effect created when the jewel is used for spellcasting.

    Home of the Grail
    Faction - Tohsaka
    Requirements - 30AP

    The Toshaka family has a deep connection with the Grail, due to their role as the Second Holders of Fuyuki. This allows them to gain a measure of control over the land that serves as the battlefield for the Holy Grail War, despite lacking any type of spiritual authority over London itself.

    Select a district as your “Home District”. While fighting in this area, any Servant skills that would normally cost prana (Prana Burst, Mad Enhancement, etc) have their costs nullified. This does not apply towards Noble Phantasms or direct magecraft. In addition, when refilling your jewels in this district, the amount of prana transferred from your reserves into the jewels is increased by 30% (e.g 70 units from your reserves becomes 100 units in the jewels).

    With the Ruby Heart
    Faction - Tohsaka
    Requirements - 45AP

    You are the holder of one of the most significant artifacts of the Tohsaka family - a ruby gemstone of almost unparalleled quality. Having the appearance of a heart-shaped necklace, this gemstone has been fastidiously filled by the members of the Tohsaka family and it acts as an enormous reservoir of prana for the user, peerless in the entire world.

    The Ruby Heart is a gemstone that stores up to 800 prana units. These units can be used up and refilled by the user at his or her leisure. In addition, the Ruby Heart can also be used up in a manner similar to a normal gemstone. Due to the sheer mass of prana present in the gemstone, it can be used to manifest magical effects on an incredible scale, such as bypassing the effects of Noble Phantasms or instantly regenerating even the most serious of wounds. However, much like with normal gems, which shatter under the intense magical load, all of the magical energy in the Ruby Heart is completely used up when applied in this manner, leaving behind only an inert crystal with no magical effects.

    Crystal Snakes
    Faction - Tohsaka
    Requirements - 20AP

    Out of the Three Families, the Tohsakas are the only ones who have interacted with the Magic Association on a significant basis during the last five decades. While partially this was due to their more open and personable nature, the Tohsakas were well aware that one cannot fight the behemoth that is the Association without information. One of your responsibilities in the family is to maintain the network of spies established by Tohsaka Tokiomi during his tenure at the Clock Tower.

    At the beginning of each day, you will receive a report by your spies at the Clock Tower, giving you a general overview of the events taking place within the Association and between the various factions that inhabit its walls. In addition, you can instruct your spies to work on gathering information on one specific topic (in which case, you will gain the relevant information at the beginning of the next day) or to carry out a specific task (sabotage, etc), should the circumstances require it. The effectiveness of this action is dependent on various political factors in play and the difficulty of the request.

    Curial Relationships
    Faction - Tohsaka
    Requirements - 30AP

    The Tohsaka family has always had warm relations with the Church, due to their history as Hidden Christians, and this has only further intensified during the past decades. At the behest of Risei Kotomine, the former overseer of the Third Holy Grail War, you have previously gone to Italy, where you underwent training with Church sacraments by the Kotomine family.

    Pick one of two effects:

    You have been trained in the art of using Black Keys for combat and spellcasting purposes. These blades count as blessed conceptual weapons for the purposes of damaging spiritual entities and deal extra damage against “evil” spiritual entities, such as Wraiths and Dead Apostles. Spells of up to C-rank can be cast by using the Keys as the medium, which reduces the chant to Single Action, but requires a successful strike in order to activate the effect.

    A GM-designed Scripture granted to you by the Church. These tend to possess rather unique, albeit special, effects that work under differing principles from the magecraft that Magi typically use (e.g Shroud of Magdalene).

    Duality Summon
    Faction - Tohsaka
    Requirements - 40AP

    You have carried out a rather peculiar ritual that has been a well-guarded secret of the Tohsaka family for generations. During the summoning of your Servant, you subtly alter the spiritual container of your Servant and force the skill “Double Summon” upon the Servant, forcing him or her to take up characteristics of another class even if they would normally not fit parameters required. The GM selects the most appropriate secondary class for your Servant, granting him or her the appropriate class skills. The exact rank and number of the skills provided vary depending on the affinity of the Servant in question for that specific Class.

    Due to the inherent peculiarity of the ritual in question, some of those skills will also flow over to the Master through the Master-Servant link. The Master gains the Class Skill of the Secondary Class of the Servant at D rank, regardless of Servants actual skill rank.

    Einzbern Perks

    Unorthodox Container
    Faction - Einzbern
    Requirements - 30AP

    The understanding that the Einzbern family has of the Greater Grail and its various functions is unrivaled, even amongst the members of the Three Families. Using an inherent subsystem built into the Holy Grail, the Einzbern family is capable of forcing a Servant to manifest in an unorthodox Class that exists outside of the seven traditional classes of the Holy Grail War.

    Your Servant is summoned in a unique class that does not conform to traditional norms. Class skills and abilities are changed by the GM and the player of the Servant according to Servant’s new Class. While some aspects of the Heroic Spirit may be weakened, the overall performance of the Servant should increase.

    Wireframe Elegance
    Faction - Einzbern
    Requirements - 25/35AP

    While the Einzbern family is typically not known for their exceptional combat capacity, there is a specific type of combat alchemy that is commonly used by Einzbern homunculi - manipulation of ultra-thin transmuted wires.

    You can manipulate your wires in order to produce and effects equivalent to C-rank physical actions (restraining, basic attacks). In addition, you can also create two “Wireframe Constructs” for your wires, which molds it into a familiar-type existence with a D-rank spell-like ability. The cost to manifest these unique forms is 80 Prana points and requires a chant equivalent to a C-rank spell. Wireframe Constructs last until the end of the fight or until destroyed. While Constructs are in existence, normal actions using wires are sealed.

    By spending an additional 10 AP on this perk, normal actions carried out by the wires are boosted to B rank and the spell-like abilities of Unique Forms are boosted to C rank.

    Arsenal of Faces
    Faction - Einzbern
    Requirements - 35AP

    It is a well-honored tradition of the Einzbern family to give personalities and bodies to the magical artifacts that they create. It would be expected than that you have followed in the footsteps of your ancestors. Recieve five points that can be spent on Mystic Codes on a point-for-rank basis. All Mystic Codes in your possession, regardless of whether they are gained through this perk or bought using AP, have their own personalities and homunculi bodies.

    The strength and specialization of each homunculus is dependant on the nature of the Mystic Code (e.g a sword would be specialized for close combat), but they can act independently and call upon a weakened version of their inherent ability without your presence. However, the homunculi need to be near to you in order to manifest them in their object forms and wield them as normal Mystic Codes.

    Living Circuit
    Faction - Einzbern
    Requirements - 45AP

    You are a unique homunculi, special even amongst all of the superhumanly perfect artificial existences created by the Einzbern family. Your entire flesh has been constructed in a manner to fuel your magecraft and the number of Magic Circuits in your flesh borders on the obscene.

    You do not expend any prana while casting magecraft of any type, as the entirety of your reserves comes from your surrounding environment. In addition, you replenish all of your prana, as well as that of your Servant at each midnight. However, the amount of Magic Circuits puts heavy stress on your body, greatly limiting your physical capabilities. All your physical attributes are capped at D-rank. In addition, given enough time and the right set of skills, it may be possible to cut you off from accessing environmental mana, removing the benefits of this perk for a single encounter.

    Alchemic Reservoir
    Faction - Einzbern
    Requirements - 30AP

    You are a master of the Einzberns particular brand of magecraft - Transmutation. You are capable of producing alchemy-related Base Abilities, Familiars, Mystic Codes, and Conceptual Weapons in your Workshop provided that you have the time to spend working on their creation. All items must be balanced and approved by the GM and it takes one phase per rank to create the desired Base Ability or Artifact. You start the RP with two additional Base Abilities or unique Familiars of your choice.

    Perfection of Artificial Flesh
    Faction - Einzbern
    Requirements - 45AP


    Unlike most Einzbern homunculi that have been configured to be at least somewhat competent in magecraft, you have been made to follow a completely different path. More specifically, your body is fashioned from a spiritual container of a Servant. This fundamental incompatibility has left your circuits utterly ravaged, capable of channeling only the very barest amount of magical energy, but your physical capacity can only be described as something beyond the grasp of modern man.

    Set your CON and AGI to C (Servant) and your STR to B-rank (Servant) and you gain Magic Resistance at D rank. The number of MP granted to you at character creation is 10, instead of 18. Your PRA is capped at C-rank and you are incapable of neither using magecraft nor forming a proper link with your Servant, forcing him or her to find alternative means of sustenance.

    Fruits of Maddened Focus
    Faction - Einzbern
    Requirements - 40AP

    The single-minded focus of the Einzbern family for the past three hundred years has been victory in the Holy Grail War, nothing else. Due to this, they have collected a number of high-ranking Servant catalysts that beyond the ken of even the most well-connected magi. You immediately gain an A-rank Main Catalyst. However, this item is not only a catalyst - it is a bona fide physical Noble Phantasm of the Heroic Spirit in question.

    Typically a lower-ranking Noble Phantasm (C or below) and designed by the GM, you are capable of using this magical item in the Holy Grail War, provided that you are in the nearby vicinity of your Servant. This Noble Phantasm can also be granted to the Heroic Spirit in question, granting him access to its abilities as with any other Noble Phantasm. Should the Servant perish or the Master lose his Command Seals, the Noble Phantasm reverts back to an inactive state.


    General Perks

    Mystic Eyes
    Requirements - Varied

    You possess a pair of Mystic Eyes, either a pair of the more common self-manufactured variants or the rarer inborn types. These eyes, classified by the Association under the Noble Colors system, are capable of manifesting a direct effect on the World through sight alone. Mystic Eyes come in two variants, either Passive (which are permanently active) or Active (which are consciously triggered by the wielder).

    The cost of this perk is dependant on the effect of the Mystic Eyes and their overall capability and is determined by the GM.

    Familiar Mastery
    Requirements - 25/35 AP

    You are skilled in crafting traditional magi familiars, both the more disposable type meant for general scouting (such as stone owls), as well as the more elaborate familiars possessed by their own personality. Making simple familiars for scouting and other miscellaneous tasks can be achieved by simply paying a set prana cost of 20 units per familiar created. You are also capable of seeing through the eyes of these familiars via the use of a specific spell, although in such a case, your normal eyesight is sealed for the duration.

    In addition, you possess a traditional magicians’ familiar that has his or her unique personality and behavior. This familiar can act independently from your actions and has an E-rank magical ability that it can use to aid you. By spending an extra 10 AP on this perk, the rank of this ability is increased to D and you are capable of expanding your vision, via the aforementioned spell, to both it and your Servant.

    Weakness Hunter
    Requirements - 25 AP

    You possess an almost encyclopedic knowledge of mythology, legendary figures, and artifacts. As such, you only need the barest of hints to figure out the mythological weaknesses of famous Heroic Spirits, provided that you have sufficient evidence of their identity. You do not need to carry out additional research in order to figure out a Servant’s weakness after their identity has been revealed, instead of gaining such knowledge instantly.

    Obscure Ethos
    Requirements - 30 AP

    The fundamental structure of your spells is somewhat different from traditional Thaumaturgical Foundations, making it difficult to comprehend for most modern magi. Unlike with normal spells, you only reveal the effects of your spells as they affect the target individual and not during the moment the spell is cast.

    In addition, your Thaumaturgical Foundation can have a single [Trait] that greatly distinguishes it from normal spellcasting. For example, a magus using Formalcraft could cast his spells for no prana cost, provided that he can procure the right catalysts and have the time to carry out the necessary ritual, while someone using Houjutsu might be able to vaguely divine the future through sutra ceremonies

    Sorcery Trait
    Requirements - Varied

    Your blood holds within it a peculiar Thaumaturgical Trait, which alters your magecraft in a drastic manner. While typically these are inherited down in specific magi families, unique and innate magical traits inherent to a single individual are not unheard of. An example of a basic Sorcery Trait would be Supremacy, which would manifest in always beating out equal ranking spells. The costs for Sorcery Traits are decided by the GM, based on the effect of the Sorcery Trait in question.

    Magic Crest (Minor)
    Requirements - 25 AP

    You hold the Magic Crest of your family. While it doesn’t possess quite the same level of historical weight and magecraft research that the crests of the Lords do, it is still quite a handy tool, greatly increasing your capacity for magecraft and your overall magical versatility.

    Pick a narrow specialization of magecraft (e.g manipulating sound). At any point, you can ask the GM to create a spell that would fulfill a general task in that specialization (e.g “Echo my voice throughout the building”). The GM will then create a suitable spell for the task. The rank, effects, and preliminary requirements of this created spell can vary and additional work may be required to best apply the spell. Due to the smaller amount of spells present in your crest when compared to more older crests, spells cast once using Magic Crest (Minor) can be reliably recast at later dates.

    The maximum rank of spells in the users Magic Crest is equal to FIN-2

    Ballad of the Forked Tounge
    Requirements - 35 AP

    Despite looking like an exemplary member of your faction, you harbor a dark secret. Whether it is due to hatred, greed, vengeance, or any number of other reasons, you have ultimately decided to betray your faction and are actively attempting to bring forth their downfall.

    Pick one perk worth 25 AP or less. That perk replaces this one on your public character sheet. When you reveal your true allegiances and betray your comrades, you receive 0-2 MP and 20-40 AP. The amount of MP and AP you receive is dependant on the effectiveness and significance of your betrayal. The higher the consequences for your former faction (killed Masters, dead Servants, etc), the larger the reward your reap. After carrying out your betrayal, you also permanently gain the perk that was used as a substitute for this perk.

    Determinator
    Requirements - 30 AP

    You are a veritable machine of determination and iron grit, capable shrugging off most wounds with nary a flinch. Gain an extra Wound. Whenever you would gain a [Minor Wound], its effect is nullified. Whenever you would gain a [Major Wound], you can choose to take two [Minor Wounds] instead. Note that this perk does not actually reduce incoming damage (e.g your Wound count would still be reduced due to incoming attacks), but rather refers to the ability to ignore or power through the debilitating effects of those wounds.

    Realistic Mindset
    Requirements - 25 AP

    Unlike most of your magi compatriots, you have an intimate connection with the mundane world that is not really comparable to your peers. Pick five mundane skills (driving, hacking, tracking, explosives, etc). You are considered to be proficient in these skills and can carry out tasks in these fields as if you were an expert.

    In addition, your skill in magecraft, coupled with your comprehension of the normal world allows you to far easily procure all types of normal items and tools that would be difficult to obtain, even for magi (e.g military grade weapons equipment, surveillance tools, etc).

    Spiritual Surgeon
    Requirements - 25 AP

    You possess some skill in spiritual surgery and general healing, allowing you to heal both the wounds of the flesh, mind, and spirit. By spending a Phase, you can heal all [Minor Wounds] on a target individual, regardless of their nature and heal any such wounds on yourself at the end of each day. In addition, you are also capable of healing [Major Wounds] and even lessen the effect of [Crippling Wounds], although the amount of time required to heal such wounds, as well as the investment of resources on your part, is significantly higher.

    God’s Holder
    Requirements - Varied

    You hold a remnant from the Age of Gods - a Noble Phantasm. Typically passed through the generations down to you, it is an Artifact that is inexorably linked to you and your lineage. The cost of this perk is directly proportional to the rank and power of the Noble Phantasm in question but does not typically fall below 40 AP, even for the weakest of Noble Phantasms.

    Elemental Shuffle
    Cost - 20/25/30/35 AP

    You possess more than a single Element through which to express your magecraft. For each new Element that you purchase, you can create two [Elemental Variants] for an existing spell. While the general shape and function of the spell would be identical to the original spell (a projectile based attack spell would still remain such), a single secondary attribute can be changed to better suit the spells new Element (e.g a water-variant may encapsulate a target in ice on a successful strike).

    At the last stage of this perk, you are an “Average One” - a Magician capable of emulating all of the five Elements. At this rank, you gain one additional [Elemental Variant] to each of your spells and all the spells that you cast are reduced in cost by 30 prana units (to a minimum of 20).




    Character Creation - Servant

    The heroes and champions summoned by the Holy Grail - Servants. The paragons of mankind that represent both its greatest achievements and its most dire failures. Servants taking part in the Fourth Holy Grail War are divided into seven classes - Saber, Lancer, Archer, Rider, Caster, Berserker, and Assassin. All Servants have a set of base attributes that are determined by their “Class Container” and gain 10 additional Legend Points (LP) in order to further customize their Servant. With the exception of LCK, LP can only be used to elevate attribute scores and no Servant can go below the attributes of their Class Container. There are five main attributes for Servants in Fate/Reclamation.

    Strength (STR) is the measure of the Servant’s physical prowess and close combat capacity. Much like for Masters, STR is responsible for damage dealt with melee attacks as well as determining your capacity for parrying close combat attacks.

    Endurance (END) is the general sturdiness and resilience of the Servant. END determines both the number of wounds that the Servant can take and their resistance to damage.

    Agility (AGI) is an indication of the speed and hand-to-eye coordination of the Servant. AGI is responsible for ranged damage, turn order, and dodging.

    Mana (MGI) represents the magical capacity of the Servant in question, as well as their potential capacity for magecraft. MGI is responsible for prana reserves, the accuracy of spells, as well as serving as a cap for the highest rank of spells that the Servant can take. The amount of Prana available to each Servant is dependant on MGI rank: E = 300, D = 350, C = 500, B = 650, A = 800.

    Luck (LCK) is an attribute that represents the Servants capacity to “defy fate” - that is, to avoid outcomes that have an almost absolute statistical certainty or that are “foretold”. A mysterious attribute, its main functions in Fate/Reclamation are to determine the degree of the Servant’s “Weakness”, advantages in random encounters, and the effectiveness of certain skills and Noble Phantasms. LCK for all Servants starts at C and can either be reduced for additional LP or boosted for higher effectiveness.

    Attributes are bought in a similar manner to Masters, with one exception. A plus rank exists between every attribute and the next rank. These “half-ranks” are counted as higher ranking attributes in regards to the main aspect of the attribute, but lower ranking attributes for secondary aspects of the attribute. LCK does not have half-ranks, with every rank costing (or granting) two LP for the PC. The main aspects of each attribute can be seen below:

    STR
    - Melee Damage
    END - Wounds
    AGI - Ranged Damage
    MGI - Prana amount

    For example, a Servant with C+ STR would be counted as having B rank STR in terms of dealing damage, but only C rank in terms of parrying. In addition to the five attributes outlined above, each Servant also has a Noble Phantasm attribute, which is determined by the GM, based on the average rank of the Noble Phantasms in the Servants possession and revealed when observed by an enemy Master.

    Then there are Weaknesses. Each Servant in Fate/Reclamation has a Weakness. This weakness is given by the GM and relates to the downfall of the Hero in question. These can range from something as simple as “Cold Iron deals double damage to the Servant” to more complex weaknesses such as “The effects of Bloodfort Andromeda are greatly reduced when carrying greek talismans of Athena”. This weakness can be identified by Masters after they have identified the Servant (after a Noble Phantasm activation) and sufficient research has been put into the topic. The significance of this weakness is dependant on the Servant’s LCK score and his or her overall power level.

    In addition to this, all Servants bring with them their own suit of Skills and Noble Phantasms. These abilities are bought using the Servant’s SP, or Skill Points. Skills are talents or inborn abilities that reflect the past and legend of the Heroic Spirit in question. Skills are bought in a rank-wise fashion, ranging from E to A rank. Purchasing a Skill costs 2 SP, with every subsequent rank costing an additional 2 SP. A+ skills can be bought in exceptional circumstances and also cost 2 SP to purchase. Every skill purchased should be reflective of the past achievements of the Heroic Spirit in question and both the existence of the skill and its rank will be evaluated by the GM. Any Skills that would normally combine the effects of several separate skills (e.g Voyager of the Storm) cost the equivalent of buying the skills incorporated in it (e.g 20 SP for both Military Tactics and Charisma). Once bought, the mechanical effects of each skill will be provided to the player by the GM.

    Noble Phantasms are also bought using SP. Noble Phantasms start at E-rank and each subsequent rank costs 4 SP, to a maximum of 20 SP for an EX rank Noble Phantasm. Each additional Noble Phantasm beyond the first costs 2 SP to purchase, with that cost increasing by two for each subsequent Noble Phantasm (2 SP for the second one, 4 SP for the third one, etc). Noble Phantasms also have different activation costs based on their rank: E = 50, D = 100, C = 150, B = 200, A = 250. EX rank Noble Phantasms are unique in the sense that, when used, they will consume all of the Servants remaining Prana. The power of EX-rank Noble Phantasms depends on the amount of Prana used to fuel it. However, in direct clashes with other Noble Phantasms, this amount must at least be 50 units more than the cost of the opposing Noble Phantasm in order to win out.

    All Servants in the Fourth Holy Grail War fall into the following Classes:

    Saber

    Saber is the Heroic Spirit of the Sword. Servants placed in this class are agile and powerful melee warriors adept at swordsmanship, boasting higher than average capabilities in most physical attributes. Servants in the Saber class are characterized by their capacity for powerful burst attacks and are considered to be one of the three Knight classes of the Holy Grail War.

    The base parameters provided by the Saber class container are:
    STR - C
    END - C
    AGI - C
    MGI - C
    LCK - C

    Members of the Saber class are provided 50 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Sabers is five.
    Sabers must take Magic Resistance and Riding as Class Skills

    Due to their tendency for straightforwardness in battle, members of Saber class have a harder time qualifying for skills such as Subversive Tactics, Clairvoyance, and Disengage

    Archer

    Archer is the Heroic Spirit of the Bow. Servants placed within this class are masters of ranged warfare, capable of sniping enemies from incredible ranges and peppering the battlefield with destructive projectiles. Servants of the Archer class are characterized by their tendency to possess powerful Noble Phantasms and are considered to be one of the three Knight classes of the Holy Grail War.

    The base parameters provided by the Archer class container are:
    STR - D
    END - D
    AGI - D
    MGI - D
    LCK - C

    Members of the Archer class are provided 66 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Archers is six.
    Archers must take Magic Resistance and Independent Action as Class Skills.

    Due to their tendency for powerful Noble Phantasms, members of the Archer class must possess at least one B-rank (or above) Noble Phantasm.

    Lancer
    Lancer is the Heroic Spirit of the Spear. Servants placed within this class are known for their superhuman agility and speed. Lancer-class Servants are often recognized for their high reliability and lightning fast hit-and-run tactics. Lancers are considered to be one of the three Knight classes of the Holy Grail War.

    The base parameters provided by the Lancer class container are:
    STR - C
    END - E
    AGI - B
    MGI - D
    LCK - C

    Members of the Lancer class are provided 54 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Lancers is five.
    Lancers must take Magic Resistance as one of their Class Skills.

    Due to their tendency to possess highly reliable and lower-scale Noble Phantasms, members of the Lancer-class must possess at least one Anti-Unit type Noble Phantasm.

    Berserker

    Berserker is the Heroic Spirit of Maddened Rage. Servants placed in this class are Heroic Spirits that have been associated with madness and rage. Berserker-class Servants are exemplified by Mad Enhancement, their Class Skill, which trades away their mental reasoning and sanity for an exceptional power boost. Berserkers are considered to be one of the four Cavalry classes of the Holy Grail War.

    The base parameters provided by the Berserker class container are:
    STR - C
    END - D
    AGI - D
    MGI - D
    LCK - C

    Members of the Berserker class are provided 52 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Berserkers is five.
    Berserkers must take Mad Enhancement as a Class Skill.

    Due to Mad Enhancement, certain skills and Noble Phantasms cannot be used by Berserkers. This effect is dependant on the rank of the skill, but as a general guideline, Mad Enhancement of A-rank and above seals the Servants ability to use activated Noble Phantasms.

    The effects of Mad Enhancement can be consciously suppressed by the Master. However, once triggered, it cannot be deactivated until the end of the fight.

    Rider

    Rider is the Heroic Spirit of the Mount. Servants placed within this class are Heroic Spirits that are well-known for riding different kinds of beasts, both mundane and magical. The most well-known feature of the Rider class are their mounts, magical beasts, and objects that have crystallized into powerful Noble Phantasms. Riders are considered to be one of the four Cavalry classes of the Holy Grail War.

    The base parameters provided by the Rider class container are:
    STR - D
    END - E
    AGI - C
    MGI - C
    LCK - C

    Members of the Rider class are provided 60 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Riders is six.
    Riders must take Riding as a Class Skills.

    Members of the Rider class must possess a mount as one of their Noble Phantasms.

    Caster

    Caster is the Heroic Spirit of Spells and Sorcery. Servants placed within this class are Heroic Spirits that have been famed for their skill in magecraft and mysticism. While not possessing outstanding physical attributes, Casters are well known for their exceptional skills in various high-ranking sorceries and spells. In the Fourth Holy Grail War, Casters are considered to be one of the four Cavalry classes.

    The base parameters provided by the Caster class container are:
    STR - E
    END - E
    AGI - D
    MGI - B
    LCK - C

    Members of the Caster class are provided 66 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Casters is six.
    Casters must take Territory Creation and Item Construction as their Class Skills.

    Members of the Caster class must possess high-ranking skills in magecraft (B-rank, or above, magecraft-related Personal Skill)

    Assassin

    Assassin is the Heroic Spirit of Assassination. Servants placed within this class are skilled in covert operations, espionage, and sabotage. Being one of the weaker Servant classes in the Holy Grail War, the Assassin class is an oddity that specializes in killing Masters and striking at the most opportune moments. It is these two attributes that allow the Assassin class to defeat Servants far stronger than themselves. Due to their inherent alignment with the word Assassin, only the nineteen Hassan-i-Sabbah can be summoned to serve as Servants in the Fourth Holy Grail War. In the Fourth Holy Grail War, Assassin serves as one of the four Cavalry classes.

    The base parameters provided by the Assassin class container are:
    STR - E
    END - D
    AGI - B
    MGI - E
    LCK - C
    Members of the Assassin class are provided 64 Skill Points in order to purchase Noble Phantasms and skills.
    The maximum number of skills available to Assassins is six.
    Assassins must possess the skill Presence Concealment

    Members of the Assassin class can more easily qualify for high-ranking skills that can be associated with sabotage and assassination (Subversive Tactics, Poisoned Blade, Planning). Conversely, it is harder for members of the Assassin class to qualify for high-ranking direct combat skills (Eye of the Mind (False), Prana Burst)

    All Hassan-i-Sabbah possess a single Noble Phantasm called Zabaniya



    General Notes


    While this is nowhere near complete, it should be sufficient for people to start working on making their characters. The number of players I will be accepting is twelve. Six Servants, three Masters from Three Families (one from each subfaction), and three Masters from the Association (again, one from each subfaction). I won't be setting a specific cutoff date right now for the applications, since I'll be looking at every sheet (and giving feedback) as they come in (and there is still some work to be done). Overall, I am aiming to get this show on the road by the New Year.

    For the sheets, what I am looking for is quality and effort. And I don't mean in the "elaborate backstory composed of sixteen OC NPCs" sense. Rather, my preference lies towards characters that feel as if they are a part of the world. People and individuals with ties that are actually relevant to the actual established world. Ties to existing NPCs (you can pretty easily figure out which NPCs will be relevant in this RP, guys) or PCs. I don't want "bubble" characters who feel as if they have no real stake in the setting.

    For mechanical skills and abilities, I am looking for powers that are taken because they share some sort of common theme, rather than cherry-picked because they are cool/powerful. That is not to say that I am adverse to quirky random stuff. It should just be consistent with your character. All types of surprises are highly welcome. If you have anything you want to ask about, do not hesitate to contact me either on #regalia or by PM.

    And finally, I would like to thank Verg. A lot of what you see here is more than partially inspired by and based on his work with Regalia and Moon White and those two RPs are what really prompted me into trying out my own hand in running a serious Grail War RP. Both MW and Regalia were truly unique and incredible experiences and I hope to at least capture a glimmer of that with this RP.

    Wherever you are, I hope you are doing well, mate.

    EDIT - The guide for London and the NPCs can be found HERE.








    Last edited by Mellon; March 30th, 2018 at 01:50 PM.

  2. #2
    A Two-Named Thief Bird of Hermes's Avatar
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    IT'S HERE!

    Before I go about making sheets up-to-standard to qualify, is there a limit on how many we can submit (like 1 master, 1 servant etc) and all that?
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    闇色の六王権 The Dark Six Mellon's Avatar
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    I would prefer that people focus their efforts on a single sheet rather than push out multiple sheets. I can tell you right out that it probably won't increase your chances.

    You are more than welcome to submit another sheet if your original one won't work in this setting, though.
    Last edited by Mellon; December 2nd, 2017 at 03:13 PM.

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    Overly devoted enthusiasm... fufufu~ Ayakashi's Avatar
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    Hon, hon, hon...

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    So excited!
    Likes attention, shiny objects, and... a ball of yarn?

    I joined two years too late...
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    Admittedly, she'd probably be the hottest loan shark you'll ever meet. She'd probably make you smile as she sucked you dry.


    Oh dear, that doesn't sound like yuri at all.
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    Not with that attitude.

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    The Man Mormarth's Avatar
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    making a Lancer

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    Hey Mellon what's the scaling of master attribute ranks into servant?

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    The Man Mormarth's Avatar
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    look at this guy

    going for that stat boner

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    A Two-Named Thief Bird of Hermes's Avatar
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    Quote Originally Posted by Mellon View Post
    I would prefer that people focus their efforts on a single sheet rather than push out multiple sheets. I can tell you right out that it probably won't increase your chances.

    You are more than welcome to submit another sheet if your original one won't work in this setting, though.
    I'll take my time and try my hand at a Servant and probably a Master too.
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    Quote Originally Posted by SpoonyViking View Post
    ...Are you the protagonist of a YA novel? Perhaps an otome game?




  10. #10
    闇色の六王権 The Dark Six Mellon's Avatar
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    Quote Originally Posted by Vritra View Post
    Hey Mellon what's the scaling of master attribute ranks into servant?
    Master A is Servant D. Nothing above that unless you have specific perks that specify that you can break the cap.

  11. #11
    Inspired Pervert hero's Avatar
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    Regarding CON and damage/wound calculation, it reads something like "Damage = rank of attack - target's CON". So what happens if I take A CON? Wouldn't I be invulnerable to most Master stuff (except tradition carriers / A+++ spells and other conditional stuff)? Or does common sense come to play here?

    EDIT: Actually A ranks spells do hit but yeah.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  12. #12
    闇色の六王権 The Dark Six Mellon's Avatar
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    So the way that comparison works is that you typically gain one Wound from attacks that are either at the same rank as your CON or one below. So B/A rank attacks would deal one Wound on you (since spells are a rank higher in damage then C/B spells would deal 1 Wound and A rank spells would deal 2 Wounds).

    Culmulative lower rank attacks (e.g you take two C rank attacks in subsequent turns) will also generate Wounds, even if your CON is higher. There are also certain circumstances where attacks can, depending on type, cause way more Wounds (e.g you are incapacitated, stunned, ambushed, etc).

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    Inspired Pervert hero's Avatar
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    Ah, that sounds pretty balanced. Thanks for clearing it up.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

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    Okay, I want to be sure I'm understanding the rules correctly; if I want to pick my Servant, does it become impossible for me to have any A rank Base abilities?
    Likes attention, shiny objects, and... a ball of yarn?

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    闇色の六王権 The Dark Six Mellon's Avatar
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    Quote Originally Posted by Draconic View Post
    Okay, I want to be sure I'm understanding the rules correctly; if I want to pick my Servant, does it become impossible for me to have any A rank Base abilities?
    A-rank PRP - 20 PP

    A-rank Main Catalyst - 10 PP

    A-rank Base - 5 PP

    A Base Ability - 2 PP

    20 > 17

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    Sünde Sünde Schande Schande I3uster's Avatar
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    lets do this
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    A Two-Named Thief Bird of Hermes's Avatar
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    Probably another dumb question but in regard to Servant parameters; of base LCK is C, boosting it to B costs 1 LP boosting to A is 2, A+ is 3 and it can’t be reduced to D to gain LP?
    (Sorry if the question is simple, I’ve had a long day)
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  18. #18
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Okay now this is hella' interesting. I'm thinking of submitting my Don Quixote Servant, but how much would I have to tinker with her until she qualified? Also, do we post up characters right here in the thread or PM them?

  19. #19
    A Two-Named Thief Bird of Hermes's Avatar
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    Quote Originally Posted by RoydGolden View Post
    Okay now this is hella' interesting. I'm thinking of submitting my Don Quixote Servant, but how much would I have to tinker with her until she qualified? Also, do we post up characters right here in the thread or PM them?
    You’d have to rework/alter her so she was confined to the point system (I’m finding an original Servant is easier myself) posting a character sheet here is just going to tell people her strengths and weaknesses so probably not a good idea)
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    Quote Originally Posted by SpoonyViking View Post
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  20. #20
    闇色の六王権 The Dark Six Mellon's Avatar
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    Quote Originally Posted by Bird of Hermes View Post
    Probably another dumb question but in regard to Servant parameters; of base LCK is C, boosting it to B costs 1 LP boosting to A is 2, A+ is 3 and it can’t be reduced to D to gain LP?
    (Sorry if the question is simple, I’ve had a long day)
    LCK does not have half-ranks, with every rank costing (or granting) two LP for the PC.
    Base LCK is C. You remove a rank to gain 2 LP or add 2 LP to jump up a rank.

    C > B - 2 LP
    B > A - 4 LP

    Okay now this is hella' interesting. I'm thinking of submitting my Don Quixote Servant, but how much would I have to tinker with her until she qualified? Also, do we post up characters right here in the thread or PM them?
    Anything summoned would have to adhere to the point totals. I would also prefer that people not reveal their Servants or use Servants that they have posted somewhere else. And submissions would be PMed to me.

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