If you're new to the system I can help you out, send you the book, and walk you through it. Alright, so for those unfamiliar with the Nasuverse setting here it is. If you are, skip ahead to the 'Campaign Deets'. The most important part is at t he very end of this post. It's Modern day. Magic is real; Most people with the capability to use it are under the thumb or supervision of the Magic Association in London. When someone normal finds out, they're usually silenced; Murder, disappearances, or perhaps just amnesia. In a country often considered very unimportant by those in the association, Japan, a war is held by those of Magical talent. This war is fought over the Holy Grail. An object of power that can grant any one wish. The grail itself chooses Seven Magic Using individuals, and Dubs them Worthy to be Masters; Giving them the ability to summon an absolutely overpowered Familiar known as a Servant. Magic is not convenient, as it's pretty random what you can do; Your abilities are all but decided upon your birth. Aside from the most basic spells, you need the correct Element or Origin to your magical prowess to allow for the usage or casting of higher level magic. A Servant is a Hero who has ascended from the earth to a separate plane of existence that stores all heroes, called the Throne of Heroes, which pretty much just throws them around space/time to where they're needed. You will be matched with the most appropriate servant to even the fighting capabilities of each team; Unless you were to bring a catalyst. A Catalyst would summon any servant related to said catalyst. This however would take up more of your magic ability, and pretty much just leave you with less to your own reserves to get said specific spirit. The War is fought between Seven 'Masters' and Seven 'Servants' though these rules can be slightly altered in numerous ways that I know some of and some I don't. You've got to fight this war in the middle of a large city and keep the war, your identity, and your servant's identity a secret throughout the whole thing. Campaign Deets Making the 'Masters' each with 250 points, simplified rules. All special abilities will cost Energy Points regardless of whether or not they're supposed to, because it doesn't matter what you're doing, it's magic based if it's not something a normal human could do. If you run out of Energy Points it will then instead cost Health Points. Some of your abilities will be randomly decided. The Servants will be 500 points total, each. I'll make them after it's decided who they are, and the Masters are created. No Dead Apostles(No Vampires, basically.) The game might not start for a while. It takes a long time to set things up, and I don't have much free time as of late. Game will be hosted in the afternoons on either Wednesday or Saturday, or morning-mid-day on either thursday or sunday. This is according to GMT-6, or Central Time US&CANADA. MOST IMPORTANT PART OF THIS POST: Role-Playing Game Manifesto, as per 'The Guardians of Order Incorporated": Rules are printed on paper, not etched on stone tablets. These rules are suggested guidelines, not required edicts. If the rules don't say you can't do something, you can. There are no official answers, only official opinions. When dice conflict with the story, the story always wins. Min-maxing and munchkinism aren't problems with the game; They're problems with the player. Any Game Master has full discretionary power over the game. Game masters work with, not against, the players. Playing or Running a Game that is not fun is no longer a Game. It is a Chore. The book contains the answers to all things. If the above does not apply, make it up.