Holy Grail War
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Basic info about the Holy Grail, Masters, Servants, Command Seals, and Noble Phantasms.
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- #1Holy Grail Wars
Keys: wish, Holy Grail War, Holy Grail
The Holy Grail War is a ritual where 7 Masters and 7 Servants of each standard class (Saber, Lancer, Archer, Rider, Assassin, Caster, Berserker) fight each-other in secret (magecraft is kept hidden from the public). The last Master and Servant pair standing may make a wish upon the Holy Grail, an item with limitless magical energy capable of granting wishes.
- #2Masters
Keys: Master · Secondary:
A Master is usually a magus/magecraft user who forms a contract with a summoned Servant. A Master cannot back out of a Holy Grail War unless their Servant is killed, or they themselves are killed.
- #3Command Seals
Keys: Command Seal, Command Spell
A Master has a pattern on their hand made of three separate strokes, with one fading whenever a Command Spell is used. From the beginning of a Holy Grail War, a Master has three claims of absolute obedience from their Servant in the form of these Command Spells. A Master may use these to force a Servant to carry out an action, or use one to supply massive amounts of magical energy to their Servant in order to perform a feat. Command Spells generally can overpower magical resistances.
- #4Servants
Keys: Servant
A Servant is a Heroic Spirit summoned from the Throne of Heroes, where the souls of heroes, anti-heroes, or otherwise notable figures are recorded, be they real or fictional. Servants are seen as unnatural by the world, and thus need a constant supply of magical energy to remain existing in the physical world. Usually, this supply of magical energy is provided by a Master. If the Master cannot maintain a Servant’s upkeep, the Servant may need to ingest bodily fluids (like blood or sperm). Servants usually hide their True Names from other Servants or Masters, since a Servant’s True Name can reveal details about their abilities, allowing for countermeasures. As such, Servants usually go by their class name (Saber, Lancer, Archer, Rider, Assassin, Caster, Berserker).
- #5Noble Phantasms
Keys: Noble Phantasm
As humanity's illusions, Noble Phantasms embody the ultimate Mysteries of a hero as symbols of their existence through historical fact and anecdotes.
They can be physical weaponry or abstractions such as unique abilities. When summoned by Servants in the Holy Grail War, they are the trump cards of heroes that allow them to overcome others in battle.
- #6Servant Classes
Keys: Ruler, Avenger, Class, Alter Ego, Foreigner, Saber, Caster, Berserker, Lancer, Assassin, Rider, Archer
Heroic Spirits summoned by the Holy Grail are placed into one of various Classes. The seven standard classes are the Knight classes (Saber, Lancer, Archer) and the Cavalry classes (Rider, Caster, Assassin, and Berserker).
There are also non-standard Extra Classes that are split off from the regular servant classes. Extra Classes are considered to be impossible Classes that are not properly counted among Proper Human History.
- #7Saber
Keys: Saber
Sabers have high parameters and are melee fighters armed with swords. Their class skills are Riding (proficiency with mounts) and Magic Resistance (varying degrees of resistance to magecraft).
- #8Lancer
Keys: Lancer
Lancers are agile and skilled with long-range melee weapons, such as spears or lances. Their class skill is Magic Resistance, which grants varying degrees of resistance against magecraft.
- #9Archer
Keys: Archer
Archers are proficient with projectiles and can survive longer without a Master nearby due to their special class skill Independent Action (which gives varying degrees of independence from a Master. Sometimes this is strong enough for a Servant to not need a Master at all).
- #10Caster
Keys: Caster
Casters are adept in Magecraft. Their class skills are Item Creation (ability to make magic items) and Territory Creation (which alters or creates space around them to enhance their skills).
- #11Rider
Keys: Rider
Riders emphasize speed and powerful Noble Phantasms, which often include their mounts. Their class skill is Riding, which grants proficiency with mounts.
- #12Assassin
Keys: Assassin
Assassins are proficient in assassination and stealth. The Assassins' special class skill is Presence Concealment, which hides their presence. Offset by their stealth is their weaker combat abilities. Due to this, Assassins often target Masters instead of Servants.
- #13Berserker
Keys: Berserker
Berserkers are heroes who have gone berserk in their lifetime or fight recklessly. Their class skill is Madness Enhancement, which trades their sanity for a large boost in strength.
- #14Extra
Keys: non-standard, Avenger, Alter Ego, Foreigner, Ruler
Ruler: Impartial Judge for an abnormal Holy Grail War. Rulers are given Command Seals similarly to a Master, and are defined by having NO desire for the Holy Grail. Avenger: Defined by hatred, Avengers are entirely driven by revenge that never faded even after death. Alter Ego: Alter Egos are beings split off from the Saint Graph of another and now act independently from their original selves. Foreigner: Foreigners are foreign to the Human Order by definition.
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