User blog:Dargoo Faust/Fate/Deadliest Fiction Tourney



"There’s no hope on the battlefield. It has nothing but unspeakable despair. Just a crime we call victory, paid for by the pain of the defeated. Yet humanity has never recognized this truth. And the reason for that is, in every era, a dazzling hero has blinded people with their legends and prevented them from seeing the evil of bloodshed. The true nature of humanity has not advanced a step beyond the Stone Age."

- Kiritsugu Emiya

"People die if they are killed!"

- His son

With years since the last tourney, it's time to have intricately written OCs interact in the most logical way possible.

A giant bloodbath, this time with a beginner's course of history on the side.

It's time to make some masters and servants, and boot up an all new Holy Grail War!

The Deadliest Grail War
Like how it was in Fate/Zero and Fate/Stay night seven users will each create a pair of OCs that will participate in a battle royal that spans an entire cityscape. One character is a master, a mage of notable or unotable magical skill that desires the Holy Grail, an omnipotent wish-granting cup for one reason or another, or just wants an excuse to kill a bunch of people. The other is a Servant, a powerful magical spirit of historic, fictional, or mythological significance that is summoned by the Master in order to enter the battle. Once all seven servants have been killed and only one master remains and claims the grail, a winner is declared.

You may choose your Master's place of origin from any country you'd like, as this will be a Grail War of an international scale. The battle will take place in the city of Paris, France, and the surrounding townships, with much of the population having been evacuated by the Mage's Association. Master/Servant pairs will have two days to get to know eachother and create a battle plan, after which the Grail War would be officially started. There is no time limit, rather, the grail will appear in the Louvre Museum once more than half of the servants and masters have respectively been killed.

So You Want to make an OC
The Fate/Universe is confusing as all can be, but to make it very simple, it is a modern world that is deeply connected to the practice of magic. Magic is usually so self-kept that the world has the surface appearance of a modern regular Earth, with technology exactly the same as ours. There are a number of unique factions and organizations composed of magical lineages, but I'll leave those to people who really do their homework. For those unfamiliar with the fate universe, the best I can do for you is to ask you to watch the first episode of Fate/Zero, which does a better job explaining that than I'll ever do.

When you make a master the very first thing you have to think of and explain is what motivates them. Why do they want to get the omnipotent beer pong cup? Do they have ulterior motives? Are they unsure what they really want, hiding a hidden desire?

After that, make a profile of their appearance and a bio for them. Where do they come from? Did they have a troubled or luxurious youth? Was magic a large or small part of their life? Are they cold blooded murderers or a 'hero of justice'?

Once a bio is complete, now you'll get to the meat and potatoes. Give your OC a '''magical specialty. '''Each mage linage passes down years of practice in a mystic art, and your character needs to be a mage in the first place in order to summon a servant. Read this as a great explanation of the types of magic in Fate. You can also choose to make your character a terrible mage, but also realize that this hinders the strength of the Servant, and also that they still need a specialty, no matter how small.

Now you can give them physical weapons and equipment that they use in life, or choose to leave that part blank. No high level military weapons or sci-fi shenanigans, although enchanted weapons are okay as long as the enchantment is explained and backed up by Fate lore. For example, a sound muffling enchantment on boots would be reasonable as both soundproofing magic and enchantments both exist in fate. Do they use old fashioned swords and bows, or do they go all Ranbo and pack machine guns? They they wear plainclothes, or a Kevlar suit?

Finally, give a summary of what strategy your master will generally take with the Grail War. Do they play hide and seek and avoid combat unless necessary? Or do they opt to form strong alliances before backstabbing their friends? Maybe they'll try and focus on killing the masters themselves, leaving the servants to starve without mana.

Historical Friction


Servants are powerful spirits that surpass normal physical strength and magical spells, supporting their master as the Grail War ensues.

When creating your servant, first pick a historical, mythological, or fictional character of notable significance. Try something that you're passionate about! Although, keep it pre-modern. For example, existing servants include Gilgamesh, Alexander the Great, and Nikolai Tesla.

Once you've pinned down a figure that you're passionate about, it's time to spice them up with some magical animoo powers, but make sure to read the guidelines before going too crazy. Servants have different stats a-la RPG games, namely Strength, Endurance, Agility, Mana, and Luck. The scale is E-A, with A being the highest, and keep in mind the gaps between each grade is pretty damn big (E-low B level attacks don't really even scratch A level durability and so on). Servants also have different class abilities and servant abilities revolving around their attributed legends and abilities.

Your servant will fall into a class: Saber, Lancer, Rider, Archer, Berserker, Caster, and Assassin depending on their combat style and weapon of choice. Each user will only be allotted one class, and they are on a first-come-first serve basis.

Noble Phantasms are Servant's trump cards, often using up most of their available mana just to pull off. They're highly dependent on the hero in question, so try and pick an epic weapon or skill demonstrated in their legends and myths (For example, King Arthur's Excalibur).

Here is an example profile for a servant. You guys can keep it simple, just include the Heroic Spirit Name, Stats, Servant Skills, Noble Phantasm, Personality, and their relationship with their master.

Guidelines

 * For servants, they cannot more than three total A ranks among stats, classes, and Nobel Phantasms unless they have a specific explainable weakness (for example, Gilgamesh's overconfidence and Hercules' reluctance to kill his master for more mana).
 * I need specifics on physical weapons, and a solid argument to back magical powers with evidence of them existing in the fate universe. Magic is too loose of a term for me to give free reign and keep this fair.
 * I need physical descriptions of the characters and bios on both masters and servants are a must, especially as alliances and friendships are possible here. Also explain their proficiency and weaknesses.

Assassin - Knor Seigel and Amleth (Dargoo Faust)

 * -|Servant=

"That fool had me hesitate when history had me bathe in the blood of those who spurned me. If violence will beget more violence, then make your violence quick and to the point. Whether what the ghost said was the truth, it was my own inaction that killed Ophelia."

- Amleth


 * Heroic Spirit - Amleth/Hamlet
 * Class - Assassin (see Noble Phantasm)
 * Title - The Crownless King
 * Weapon - Rapier and Two-Handed Sword
 * Alignment - True Neutral
 * Stats
 * Strength - (D)
 * Endurance - (E)
 * Agility - (C+)
 * Mana - (B+)
 * Luck - (A-)
 * Class Skills
 * Independent Action (D)
 * Presence Concealment (C+) Like other Assassins, Hamlet can conceal his presense visually and magically, however this becomes much less effective when he is preparing a physical attack. However, this does not apply to poisons or indirect killings.
 * Personal Skills
 * Mental Pollution - (B+) Mostly from his Hamlet persona, Amleth is in constant mental turmoil, although it's more of a controlled storm. Despite an inner grasp on his madness, it makes any attempts at mental attacks or mind reading come out as incoherent screaming.
 * Powerless Shell - (A) Amleth in his normal state is indistinguishable from a normal mage, although he comes off as pretty deranged. Even strong magical detection barriers and other servants need close concentration in order to even note that he is strange.
 * Charisma - (C) Despite having a off-putting personality, Hamlet is actually in a tight control of his outward appearance and emotions, although this is a bit of a tug of war. He's very good at convincing people that he's not really what he actually is.
 * Nobel Phantasm
 * Not to Be - (A) Hamlet's inner turmoil becomes visible on his exterior, as he struggles between his bloodthirsty Danish/Medieval side and his charismatic humanitarian Renaissance side, flipping his personality into that of pure combat. He loses many of his skills like Presence Concealment, Powerless Shell, and Charisma, but his Stats are flipped; his Strength, Endurance, and Agility become rank A, and his mana and luck go down to rank E. This also constitutes a Class Change from Assassin to Saber. As a consequence of limiting his own mana, this state is strenuous, and drains every mana source available without preparation. He can't use his rapier, either, resorting to his two handed sword.
 * Rosemary - (C) Hamlet's Rapier. Its noble phantasm doesn't go into effect until after it touches the blood of his enemy. Although less effective on Servants, especially of the magic resistance classes, once wounded the victim will begin to experience a deep depression or violent madness caused by constant flashbacks to moments they regretted in life. This is much less effective, however, on people who have very little regret (like Blondie from Stay Night).
 * Columbine - (?) Hamlet's Two Handed Sword. It starts as a level D/E phantasm at first, but the more Amleth feels he has been injured, spurned, or betrayed by his foe, the higher its rank becomes, even reaching rank A if he is near death and is stripped of all his honor. Theoretically it could go all the way into A+ and EX ranks, however this is extremely circumstantial.
 * Personality - Hamlet makes no distinction of good or evil, nor does he make any distinction of orderly or chaotic, due to his different interpretations and his hollowness as a fictional character. What little emotions he feels are obsession and frustration, mostly directed towards himself. Most of his meaningful actions are actually made as a means to balance out his tattered personality. He has a trigger in hearing about Shakesphere, who he holds in great contempt in for forcing emotions onto his character that were never meant to be there, and ruining his honor by making him cunning and underhanded. Surprisingly, he has a warm side towards those he deems as trustworthy and those who recognize him as a proper King.


 * -|Master=

"The best defense is an even better defense."

- Knor

Bio
 * Name - Knor Seigel
 * Gender - Male
 * Age - 24
 * Nationality - Canadian
 * Magic Specialization - Countermagic. Knor focuses on negating spells as opposed to using them offensively.
 * Defensive Magic - Knor also builds an iron-defense with a variety of magical barriers and wards that surround him, and has an invisible shell around him built over his entire life that reflects most light and moderate magecraft attacks. It's more powerful when he's actively keeping it up, but he's invested so much mana over such a long time into it that it can protect him from surprise attacks with less success.
 * Spell Reflection - Knor's barrier, when he's actively keeping it up, reflects light/moderate spellcraft spells with unpredictable and catastrophic reactions to both Knor and especially the spell's caster. Advanced spells that were cast with his barrier in mind, however, can bypass this with some difficulty. Even a small magical flame produced within its radius can create a massive explosion the size of a house. Knor's wards, however, usually keep him relatively unharmed.
 * Strategy - Knor is a survivalist, and is not above using underhanded tactics and even murder. He highly values his own well being as he has never really formed meaningful connections in his entire life, and is highly unlikely to form allies (that being said, if he does he'll form a very tight bond with his allies, as he's never really had people he could trust). He knows how to avoid human contact and is especially paranoid, often placing intricate magical detection systems around where ever he takes residence in.

Knor had always been scared of what the world had to offer. His youth was spent in northern Quebec in the wilderness, raised by his grandfather and grandmother whenever his parents would be on business trips to Vancouver. His life changed, however, when he learned that his parents worked for the Mage's Association, and of the existence of magic, which was always kept as a closely guarded secret from him. Stealing a book from his father's secret archive on wards and protective magic, he began to intensely study it and try and see if he had the capability for magic so he could accompany his father and mother on their trips. He would play around with different barriers by applying them to himself, thinking they were meant to protect from physical damage and constantly thinking he was failing. When his father found the stolen book and confronted his son, he attempted to use a memory-wiping spell on him, before all the wards Knor had used suddenly backfired and sent the spell back at his father with such power that it completely wiped his mind. Knor picked up his book and accidentally some papers his father was carrying and ran away, leaving his father dying on the floor since he forgot how to breathe.

He eventually found an abandoned cabin in Newfoundland that he called his own, and lived in solitude, with his work on wards being the only thing left for him. He went through the book and by combining spells made larger and better wards, eventually reaching mastery by picking apart the spells themselves and making completely new ones. Around the time of the Holy Grail war, he found that the papers under his book were a page of the first manuscript of Hamlet handwritten by William Shakesphere, and a page instructing him how to summon a servant. Trying the spell for himself, he becomes the _th master, forming a pact with Hamlet, otherwise known as the Scandinavian 'king' Amleth. Non-Magical Equipment
 * Relationship with Servant - Knor is initially distant from Amleth, not sure what to make of him. In reality, Hamlet is sizing up Knor, toying around with his emotions and trying to get an image of who he is. He is manipulated by his Servant in participating in the Holy Grail War, not by his own motives, although he eventually discovers his desire to have a normal life with his mother and father, not one isolated from the outside world. If this continues for a while, they eventually have an explosive confrontation, however Hamlet learns through this to respect Knor and even trust him, as Knor opens up onto him and reveals his true tragic emotions towards his family. Both would have a close conversation where they would be brutally honest to each other, and eventually work far more closely together.

Knor is a seasoned hunter, having had to get his own food and water from the wilderness around him or by stealing from small towns when it came to getting books and entertainment. He has a hunting rifle, crossbow, and other survival gear.

Knor is also experienced in stealth and guerrilla combat, although this was mostly limited in his escapades in combating local authorities and stealing from small towns.
 * Savage Model 99 - A lever action hunting rifle. Has a mounted rifle scope, and uses .38-55 Winchester Rounds. Average range is 300-400 yards.
 * Hunting Crossbow - Knor uses a hunting crossbow of unotable make, although it resembles a Horton Scout. It uses modern crossbow bolts and shoots one at a time, with Knor usually carrying a package of twelve extra arrows. Range is around 20 yards for kill shots, although it can still be dangerous up to 100 yards away.
 * Hunting Knife - Knor uses a hunting knife with one serrated edge and one cutting edge, around 6 inches long. A trick that Knor likes to use on his knife is to put a strong magical barrier around it, allowing it to in turn bypass weaker magical defenses when used as a melee weapon.
 * Camouflage Hunting Outfit - Knor has around three leather braced hunting outfits with camo for different environments, although they benefit from northern forest environments.
 * Enchanted Hiking Boots - Knor's greatest steal was from an enchanter from the outskirts of St. John's, which was a pair of hiking boots meant to be sold to the highest bidder among rich hunters. They are enchanted with a weak sound reduction field, making Knor's light movements completely soundless.

It's Time to Battle!
Post your Master and Servant profiles down below. I'll post mine first in order to provide a sample, and will be taking the Assassin class for myself. The other six classes are up for the grabbing. Once we have all seven classes alloted to users, we can get started on the tournament itself.