mawilite: varietea; (Lizzie » She must rinse this all away;)
❝wake up in the morning feeling like p.chiddy❞ ([personal profile] mawilite) wrote in [community profile] boogiestreet2017-07-08 02:25 am

( open ) grail war aus? grail war aus.

masters;

code by [community profile] photosynthesis


integra;




Initially, Integra had been summoned by the grail for her desire to restore her country to the way it was before the Major's war. Despite this, she wanted little to do with the war itself. As a master, she is sympathetic to her servant's circumstances and will leave them to their own devices most of the time (provided they are not too difficult to control.) She is a stern leader, and will do anything to protect the lives of those she cares for-- but is not here for pointless slaughter.



juliet;




Much like her own life, she was raised from childhood in secrecy to avenge her slaughtered family in the grail war. Although she is fierce and stubborn, her retainer considered to be too "weak hearted" to actually kill. She is sweet towards her servant, and does not quite see herself as a proper "master."



himari;




The poor child doesn't understand why she was summoned. Too weak on her own to properly fight, she will have to rely on her servant to protect her constantly. Despite this handicap, seems to run on an endless supply of mana. We're not really sure why...



gregoria;




A little girl with way too much to prove. Against both her parent's wishes, she kept her desire for the grail a secret because she wished to follow in her mother's footsteps. Not as cutthroat as she makes herself out to be. Does not see her servant as a 'tool', but restrains herself from becoming attached. Will fite u!!




servants;



integra;




Ruler class servant. Has little interest in the grail itself, and usually only summoned by the grail whenever there's an irregularity with the war. Not happy to be here tbqh. Her Noble Phantasm, "Ashes of London", allows her to summon a reality marble containing a war-torn London as a battlefield, where she will proceed to wreck you if you aren't torn apart by the ghouls first.



(archer) emiya;




If u don't know who this is, I will punt u. Nihilistic Archer class servant. Wannabe Saber. "Hero of Justice." His life is a Linkin Park song. Traveled back in time to punch himself 5 times. Would sell your soul for one corn chip. Despite this, likes to cook and can be a decent guy 25% of the time.



(princess tutu) ahiru;




Caster type servant. While not the strongest fighter, she more than makes up for that with her powerful mana. Very sweet and obedient-- to a point. She will only follow a more callous master's commands when forced. Her Noble Phantasm-- the "Pas de Deux", will allow her to summon a stage where she will dance with her enemies until complete exhaustion.



alucard;




Can be summoned as an Archer, Lancer, or Rider. Carries twin guns (Jackall and Casull.) High independance ranking, and will only completely obey a Master he deems worthy of his respect.
Has no qualms with killing, though. Likes to toy with his opponents. His Noble Phantasm, "The Bird of Hermes" is a reality marble that will summon the battlefield of Wallachia, along with the thousands of souls he consumed as a vampire.




Instructions

You know the drill! Comment with one of the characters listed above, and their rank (if applicable) in the subject line using one of the prompts below (or make up a prompt of your own.) Have fun!! (PS, Alucard not available for shipping unless you can make me an offer I cannot refuse.)


TWO MASTERS


1. Battle. Who says that Servants get to have all the fun? After all, most Masters try to kill each other, too. Whatever the circumstances, the two of you are locked in a fight. Neither of you are willing to use your Command Spells just yet, so no Servants here. Just two magi duking it out.

2. Alliance. There's a bigger threat out there. Either one Servant is exceptionally powerful, or the situation has changed and the participants need to take action aginst it. One way or another, you're teamed up with one of your rivals for the Holy Grail. How long will this last before you try to stab each other in the back? Or, will something more develop?

3. Protection. Uh-oh! One of you has lost your Servant! Unfortunately, there's no way you'd get to the church safely on your own, so the other one will help you get there! Or maybe you don't trust the priest presiding over the Holy Grail War and are giving shelter to them yourself? Given their track record, no one would blame you.

4. Death. One or both of you lay dying. It might have been by the other's hand, or by someone else's entirely. How will you spend your last moments in the presence of one of your rivals?

5. You, Too? Surprise! You may have been friends before, but you've just discovered that you're both Masters! How will you handle this revelation?

6. Wild Card. Roll again, pick one of the previous options, or make one up!



MASTER AND SERVANT


1. Are You My Master? The summoning is complete. Whether intentional or not, catalyst or not, a magus has summoned a Servant. What kind of meeting was it? Was everything totally under control, or did a hitch occur? Or maybe it happened in the middle of a life-or-death situation!

2. Identity. Either the Servant has flat out told the Master their identity, or they unleashed their Noble Phantasm. Either way, the cat is out of the bag. How will the Master react, now that they know their Servant's name and legend? Will anything change between the two?

3. Battle Aftermath. A battle has just ended. Who participated? Are either of you hurt? Did the Master have to use a Command Spell? Any number of things could have happened here.

4. Discord. Uh-oh. It looks like the Master and the Servant don't get along. Here come the arguments! Don't do something stupid, like waste a Command Spell over a triviality...

5. Love. And then, there's the opposite. Sometimes Masters and Servants fall in love with each other. How will this affect things?

6. Wild Card. Roll again, pick one of the previous options, or make one up!



TWO SERVANTS


1. Battle. This is what usually happens when two Servants meet -- they duke it out. This probably says enough as it is.

2. Alliance. There's a bigger threat out there. Either one Servant is exceptionally powerful, or the situation has changed and the participants need to take action aginst it. One way or another, you're teamed up with one of your rivals for the Holy Grail. How long will this last before you try to stab each other in the back? Or, will something more develop?

3. The Grail Dialogues. Maybe you're not interested in fighting just yet. Maybe you just want to sit down and talk with the other Servant. Find out what they want, what makes them tick. Get some wine while you're at it -- nothing like good wine to go with good talk!

4. Death. One or both of you lay dying...again. It might have been by the other's hand, or by someone else's entirely. How will you spend your last moments in this War in the presence of one of your rivals?

5. Identity. Congratulations, you've just learned each other's identities! Will this change the situation, or will you press onward?

6. Wild Card. Roll again, pick one of the previous options, or make one up!


Prompts shamelessly stolen from here!!


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