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Rules and First War Information

The Holy Grail War allows the summoning of heroic spirits under servant classes. Heroic Spirits can be characters worthy of legends or have committed infamous deeds. These spirits are summoned into classes. Under the Fuyuki system summoning divine spirits (gods: EX rank Divinity) is not possible. 
The Fuyuki class containers are:
The Three Knight Classes: Saber, Archer and Lancer (in all wars)
Berserker
Rider
Caster
Assassin
The Anomalies: Ruler and Avenger (rare, with special powers over the system)
Other classes exist, but (with the exception of alchemy) will not be used in the first war.

The Knight Classes:

Saber: Considered the strongest of the classes, specializing in the use of a sword, they have exceptional strength, endurance, and agility as well as often possessing the highest magic resistance of the classes. They tend to have lackluster luck, but powerful burst Noble Phantasms. As class skills, they possess Riding and Magic Resistance. Sabers are not really limited by their abilities.

Archer: The class specializing in the use of projectiles, they don’t have base stat constrictions, but rather are constrained by the need for a projectile based personal skill or Noble Phantasm. They tend to have low mana, although this is offset by their Independent Action skill, and low luck, but they often possess very powerful Noble Phantasms. Their class skills are Magic Resistance and Independent Action. Archers often make great scouts and have high survivability. 

Lancer: Statistically the second strongest class, specializing in the use of pole arms, they demand excellent strength and agility but are plagued with infamously abysmal luck. Their mana reserves tend to be lower than average, but they often don’t require mana intensive abilities. They are adept at long range melee combat. Their class skills are Magic Resistance and Battle Continuation. Their high agility and Battle Continuation makes them excellent hit and run fighters as well as scouts. They tend to be very powerful early war. 

Standard Classes:

Berserker: The class for warriors who have gone insane at least once in their lifetime, they demand a powerful master to properly control. Their summoned stats tend to be low, but they are increased by the class skill Mad Enhancement. This is often used to compensate for an insufficient master, but it can be used on a powerful spirit to strengthen them to tremendous levels. The use of Mad Enhancement may seal the use of some personal skills or Noble Phantasms. Their class skill is Mad Enhancement. They tend to put a large amount of strain on the master, but can often fight even the strongest of other servants. 

Rider: The class for combatants of mobility and mounts, they require a Riding skill of A. Their summoned stats, save for their agility tend to be unimpressive, however, only their luck stands out as a real detriment due to their use of powerful mounts to offset their lacking combat prowess. Then tend to have very powerful Noble Phantasms, which are often their mounts. Their class skills are Riding and Magic Resistance. Among the most mobile classes and with their high versatility and power, Riders’ roles are up for interpretation. 

Caster: The class specializing in magecraft, they have to have a mastery of some sort of magic. Due to the proliferation of Magic Resistance, they are considered the weakest class. Their strength and endurance tend to be comparably poor, however their mana is often excellent and their luck is also favorable, as they are often underestimated. They can alter the land to favor their magic as well as create tools, charms, and even weapons with their class skills. Their class skills are Territory Creation and Item Creation. Often the best course of action for a caster is to amass power with their creation skills and/or ally with other pairs. 

Assassin: The class specializing in stealth and trickery, they tend to be weak fighters with only their agility being above average and all else falling below. They have to be specialized killers, and they excel in moving undetected. Assassins’ Noble Phantasms are not limited to an item, spell, or unique power that the servant has, but rather can be expressions of impossible skill at ending lives. Their class skill is Presence Concealment. They tend to make the greatest of scouts, often being undetectable to most unless attacking, they tend to target masters as opposed to other servants. 

Anomalies: 

Ruler: The class summoned by the Greater Grail, they appear as they did in their prime with no modifiers altering them. They have the ability to use command seals, much like masters and they act to oversee the war. King Gilgamesh is the current Ruler class. (The class description will change for later wars.)

Avenger: The class to ‘cheat’ at the Holy Grail War. An Antihero summoned to disrupt the course of the Grail War itself, an avenger’s stats aren’t limited, but in trying to summon one there are major drawbacks. The class feeds upon the Grail’s power becoming more powerful the closer the ritual gets to completion. The class starts off weak, but its effects can be disastrous, potentially lasting the duration of multiple wars. 
(Please don’t be an Avenger…)

The servant stats are ranked alphabetically, E-A with EX as an outlier that generally distinguishes that whatever is being ranked is very powerful. We will likely limit EX ranks to one per person however there may be some exceptions. Letter ranking can be enhanced with a number of +’s (ex. B+++) which allow for a short time power boost that’s equivalent to the number of pluses. Alternatively an E- rank can be enumerated for the absolute minimum rank (ex. A servant with E- strength would be unimpressive compared to an ordinary human). Servant stats, skills, and Noble Phantasms are ranked in this regard. 

Servant stats are as follows, Strength, Endurance, Agility, Mana, Luck, and a general Noble Phantasm rank. Servant skills are limited to a MAXIMUM of 4 personal skills (though Noble Phantasms or eschewing your EX rank can grant you 5 or more effects) and at least one class skill that correlates to the servant’s class and abilities. They can also have a MAXIMUM of 4 Noble Phantasms. Accepting profiles is open to moderator discussion, these are general guidelines to follow. 

During roleplay controversial actions will be decided by the overseer for the first war. 
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Name: Aristodemus of Sparta (ριστόδημος)
Age: 28 (by appearance)
Weapons: Dory (Spear)
Kopis (Short Sword)
Hoplite (Shield)
Class: Berserker
Noble Phantasm: Thermopylae (Reality Marble, summons the Spartan legion to fight along side him.)
Timeline: 480 B.C.

Aristodemus was one of the many Spartans to fight along side King Leonidas at the battle of Thermopylae. Unfortunately he lost an eye in an early battle and was then sent back. After the death of Leonidas, Aristodemus was filled with a rage, feeling responsible for the death of his king. He lead a group of Spartans into the battle of Plataea, looking to redeem himself and get revenge for his king. It's said that when he saw his enemies, he went berserk and charged ahead at full speed, killing multiple men before dying himself.
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"I'm nobody special, I assure you. No stories about me exist. No tales of my exploits of killing monsters or saving princesses. I'm just a person who has the misfortune of being in the right place at the wrong time..."

Name: Ivan

Age: Early 20's

Servant Class: Saber/Archer (Strongest positions), Caster, Assassin

Birthplace: North America

Height: 5'10

Weight: 150 lbs.

Blood Type: B+

Master: (Open)

Affiliation: Holy Church, Mages' Association, United States Army

Natural Enemy: None

Alignment: Chaotic Good

Servant Stats:

Strength: C

Endurance: C

Agility: B

Mana: B

Luck: EX

Noble Phantasm: B

Class Skills:

Independent Action: B

Magic Resistance: C

Personal Skills:

Magecraft: (C) Despite not being too adept at magic, he can perform spells including strengthening and alteration types, such as the ability to slow time in his mind's eye to improve his accuracy. He also has basic skill in healing magic.

Tenacity: (A) Possessing a fighting spirit unlike any other, he can ignore pain and endure it for as long as he needs to to complete a task or a fight.

Noble Phantasm:

Eden: Garden of Tranquility: A Reality Marble, though not nearly as powerful as others. In his own words, "There are no smoke and mirrors involved." It's merely a place from his memories where he feels most comfortable and can think with clarity.
It takes the form of a tranquil garden with a pond, and being inside of it gives people a sense of calm about them.

Personality: Polite and friendly, with a very honorable demeanor. In life, he was a very timid, shy person, who was very submissive, but with a strong sense of justice and a tendency to fight for what was right. As a Heroic Spirit, he maintains his sense of justice. He will not, however, act against his better judgment nor against his morals (unless of course a Command Seal were used).

Biography: Born to unknown parents, and raised in a Catholic orphanage, Ivan grew up very humble and soft-spoken. Though raised in the Church, he developed a hearty interest in Thaumaturgy from an early age, though possessed little skill in it initially.

Despite his lack of skill, he possessed a higher than normal amount of mana, and while he couldn't perform traditional Magecraft, he developed his own unique form, by binding etheral weapons to various jewelry in his possession:
On his left ring finger, he crafted a ring that could project a bow. On his index finger, one that could project a sword, and so on. Using his mana, these weapons could be sustained so long as he kept supplying them with mana.

As a teenager, he met and fell in love with the first woman he'd ever truly been allowed to look at. The two grew close, but she revealed that she had to leave to study at the Clock Tower. As opposed to a life as an Executor, Ivan decided to travel with her, and in time, became a member of the Mages' Association. His new life was spent with his wife in a happy marriage with nearly perfect days.

However, a conflict in the Middle East made Ivan decide to enlist. He had become a soldier, and was a very effective killer in the field. He was awarded various medals for his service, and regarded as a national hero.

On one last mission, he was overwhelmed by a group of soldiers charging him. Of the twelve, only two survived. Ivan had slain the rest, but had suffered too much damage to continue fighting. Finally, one of the two soldiers slit his throat. But that still didn't kill him. It was said that it took two bullets to the head and countless to the chest, and a final decapitation to kill him.

Though not a legendary hero, he was still recognized and became a Heroic Spirit, awaiting his chance for both redemption and reconciliation.
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Gilgamesh made in Gartic, perfect -

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OMG AAAAAH KYAAAAAAAAA
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