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Thread: Fate/Closure [OOC]

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    Fate/Closure [OOC]

    Fate/Closure
    Finally, their stories reach the final chapter




    More than two decades after the events of Fate/Stay Night and the Fifth Holy Grail War, Fuyuki City once more becomes the focal point for several figures from the supernatural side of the world. Saviors who have protected the world from the shadows meet under the night sky, their reunion orchestrated by fate after the completion of their individual journeys. As the city is submerged in a sea of fog, a compromise must be reached as to how the story truly ends. Though neither of them wishes the other harm, the ideals that have molded them over the years are fundamentally different. Here, in the place where it all started, everything must also come to an end.

    The Holy Grail War, a well-kept secret, an ancient ritual involving seven Magi and seven Heroes from across time. In the present date, such an old ceremony should be impossible to hold. However, a certain someone has been mysteriously granted the blueprints that should have been lost in conflagration. Degraded as the final product is, its capacity to grant wishes is still there. The culprit finishes the preparations and activates the system, turning the city into a personal playground where there is no distinction between guilty and innocent.

    You, someone who is completely unaware of the existence of the Holy Grail War -or who has no interest in it-, will find yourself trapped in the middle of a conflict that has nothing to do with you. And, though it might not be to your liking, you’ll be forced to participate. Either as a Master, or as someone who cannot stray away from one.

    Trapped in a story that isn’t yours like they have in the past, what’s the 'answer' you'll reach at the end of it all?




    Premise


    Fate/Closure is a plot-driven play by post roleplay that sends the players back to Fuyuki, more than twenty years after the events of Fate/Stay Night. Initially forced to participate in a new Holy Grail War against their own volition in order to survive, players will be required to face the dangers that lurk within the mysterious fog that covers the city during the night, find out how to summon their Servants, and develop relationships with the key inhabitants of the city. It draws inspiration on the original title and seeks to act as a successor of sorts, the atmosphere being less dark than other works such as Fate/Zero. Though the roleplay will certainly contain inevitable clashes between player characters, it's not supposed to be its main focus, and it is instead to become a PvE experience where the players pummel the GM's characters to death (*tears*). Nevertheless, it is imperative that players can cope with any PvP situation that might arise and be able to solve it in a reasonable manner. The whole idea is to have fun, after all.

    Players will start without their Servants and will get the chance to summon their own as the story progresses, through a trial of sorts. Do note that it's possible that not all players will get to summon at the same time or even during the same date. Servants are created and controlled by the same player who plays their respective Master. They'll become your weapon of choice against enemies that cannot be opposed through normal means.

    As a Master, you should be prepared to, at the very least, face the reality of losing your Servant. Depending on the scenario the story adopts, the death of a number of Servants might be necessary for the story to progress. Be their life taken from you fairly or unfairly, suddenly or after a period of agony, you should be ready to accept it. If you cannot even do that... Then perhaps this is not the RP for you.

    Cherish your time with your Servant. For one way or another, you'll eventually have to part ways. What you do when and after that time comes, depends entirely on you.

    Instead of being a Master, another option the players have is to start the game as an Aide, someone that, for one reason or another, will not get a Servant of their own until a considerably later point in the roleplay or won't get a Servant at all (player's choice). In exchange, the narrative will be more lenient towards them, and they'll get opportunities not accesible to other players. One example could be acting as a substitute Master for a Servant while the Real Master remains at home or scouts from afar. These events, though not meant to increase your overall power, will allow you to remain relevant as you strengthen bonds not available otherwise.

    Should the time come for an Aide to become a Master, then they will either design their Servant on the spot or be given one designed by the GM. In the latter case, the Servant will act as a NPC. Regardless of their choice, overall power and eligibility will be superior compared to those Servants designed from the start.

    Please define in your sheet whether you are applying for Master or Aide because you will not be allowed to apply for both.

    Oh, right, your human character, Master or not, does not necessarily need to be a Magus. Could be a demon-hybrid or a natural vampire or an ESPer. Anything reasonable within the Nasuverse is fine.


    Slots & FAQ

    I will be accepting up to five characters, ideally four. Though there are no slots specifically saved for Masters or Aides, I will be taking at least one member of each category.

    I will not be putting much attention to 'pretty' character sheets as I will be focusing on other aspects, such as player's current activity on the forum, previous experience with them in RPs that I or others have ran or still run, and overall level of cooperativeness both inside and outside of the OOC. You could say that while I am looking for interesting characters that fit the tone of the story, I will also be evaluating the one pulling their strings.

    In terms of combat, the system has a lot of tools the players can use to exploit it. Please do not use this to cover all your bases in a way that it ruins other people's sense of entertainment. Instead of thinking of ways to defend, cancel or outright no-sell whatever another character may throw at you, create an ability and applications that suit your character and can be used in creative ways. You will be rewarded for doing so. Even an ability as generic as elemental manipulation can be good if the player gives them an interesting touch or uses them in innovative ways.

    Feel free to create people and places within Fuyuki city. It's been over 20 years and things are bound to change. So do not hesitate to ask if you want to add something specific you'd like to see. As long as it does not provide a clear benefit to your character in the war, it does not need to be converted into a perk.

    The story is post UBW scenario with some divergences. You will be able to interact with a few canon characters, but expect the main cast of F/SN to be absent. No, you cannot play as the son/daughter of X character in F/SN. And no, you cannot play as the heir of the Tohsaka/Matou/Von Einzbern families. You can, however, choose to play as someone with a lesser rank or as a member of a branch family.

    There will be no NPC glossary of sorts for you to use during creation so in a sense, you'll be in the dark. All NPC characters will have to be met and interacted with through the IC, and you will get no data on them from outside sources. Granted, if your background is linked to one of these characters, your first encounter during the IC will provide extra information. Because the identity of numerous important NPCs can be easily recognized with a single glance, NPC faceclaims will remain hidden until they properly introduce themselves to the cast using their true name.

    Finally, this is not about killing one another. This is, ultimately, a teenager story. So please create and play fitting characters.

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    Master/Aide creation
    Attributes
    Every Master/Aide will be granted 24 points to distribute among 8 main attributes. These will determine your limits, what your character can and cannot do, and at what cost. For each point invested in an attribute, it will increase in rank following a scale that goes from E (1 point) to A (5 points). No area can be left at 0 points.

    Strength (STR): The measure of your character’s physical might. Used to determine the success of several related actions, including melee damage and the chance to break free from mundane bindings.

    Close Quarter Combat (CQC): The character’s overall skill at close quarter combat. A must-have if one intends to engage in a fight at melee range. Rather than raw strength, it encompasses technique and experience, allowing the character to defend and fight back at a close distance without having to rely on other resources.

    Toughness (TGH): Represents the capacity to reduce damage through abilities, equipment or unusual body composition. Without a proper justification, It cannot go higher than rank D.

    Endurance (END): Determines how much harm a character’s body can endure before giving out and how many turns a character can engage in a heated fight before becoming tired.

    Quickness (QCK): Is used to determine initiative and serves as a way to determine evasion against projectiles and other ranged attacks. It also affects how freely you can move around during a battle and it’s useful for hit and run tactics. However, it’s far from almighty.

    Range (RNG): Aim, precision and overall talent at ranged combat. That said, in most cases, damage caused by ranged attacks is determined by the type of projectile used and not the attribute itself.

    Circuit (CKT): A blessing that determines the pool of energy available to be spent on the use of supernatural abilities. As a Master, it also allows the character to passively support their Servant in various ways.

    Luck (LCK): The ability to defy fate. When in a pinch, a character is able to enter a special awakening state called Blood Heat. In addition, it affects critical hit chance directly.


    During combat, these attributes and their respective ranks are used as a guideline for the GM to determine the outcomes and consequences of a player's actions. The Roleplay itself will not follow many hard mechanics and will be closer to a narrative game than a tabletop game. It is encouraged that the players read a situation and act in creative ways within what the system allows them to do. That said, in order to prevent occurrences of characters doing something that's outside their limit, a couple of things will be measured in number. These are the character's HP, or Health Pool, the character's Pu, or Prana Units, and the number of turns one is able to fight seriously.

    Regardless of build, a character's maximum HP is always 100. In battle, this score will decrease until it eventually reaches 25, point where the character will faint from the damage sustained. By investing in Endurance, one will be able to make their 'Fainting Point' lower.

    A character's maximum Pu is determined by their Circuit Rank. All supernatural abilities the user has (regardless of origin), will require Pu to be consumed in order to actualize their effects. You can also support your Servant through the expenditure of your own Pu. Once a characters Pu reaches 0, they'll only be able to fight using mundane means.

    Both HP and Pu can be recovered by resting.

    The third score is the number of turns a character can fight seriously, which is also determined by one's END. Skirmishes in this roleplay are expected to be short, four rounds being the average. If you want to stick there longer, you'll have to do so at the cost of becoming exhausted, which will lower your overall performance greatly. Once you manage to avoid combat for a while and catch a break, you'll be able to jump back into battle if you feel like you haven't got enough.
    Perks
    There are two kinds of perks in Fate/Closure.

    The first are called Origin Perks, which are those bestowed upon your character via genetics or through a specific training that is only available to those of your kind. Whether you are a vampire, a demon hunter or a plain mage, there is a trait that has been with you from the start of your journey or, at least, since you became what you are now. Magic Crests, Nanaya-esque techniques, a genetically engineered constitution; they are all examples of what an Origin Perk could be. It's not something that makes you unique in particular, but something that makes the group or race you belong to exclusive. You only get one Origin Perk and are asked to design one that suits your character at the start of the game. Please be aware that an Origin Perk does not necessarily tie you to a particular faction within the nasuverse at the present time but implies you might have been a part of them in the past.

    The second are called Personal Skills, which are those that you've developed during the course of your life through time and effort. These are talents that anyone can develop as long as they can meet the basic conditions required to acquire them. Good examples of Personal Skills could be military training, a position of power or a high knowledge of electronics. Personal Skills are divided in two types, Major and Minor, and each represent the degree of competence you can demonstrate in the art. At the start of the game, you're allowed to create one Major and one Minor Personal Skill.

    There is a third category called Special Gift, which is something that does not fit the description of any other group and stands on the same level as the things you'll see in the Ability section. Special Gifts replace your Major Personal Skill and represent the possession of a rare talent that has manifested within you. Things like Mystic Eyes, Origin Awakening and Reality Marbles go here. Sometimes, a case can be made where a Special Gift can replace a Minor Personal Skill instead, but it'd have to be something really generic like Mystic Eyes that can be obtained through artificial means. Regardless, Special Gifts will always be on high-scrutiny and may even be given downsides if too powerful, so if you want to play it safe, it might be better to go for a Major Personal Skill instead.

    You start the game with one Origin Perk, one Major Personal Skill and one Minor Personal Skill.
    Equipment
    You'll begin the game with a Main Equipment slot and a Support Equipment slot. Main equipment refers to all sort of items that either act as your weapon of choice or can create an advantage that can turn the tides of the battle. Good examples of Main Equipment items are Kiritsugu's Origin Bullets and Rin's Jewelry. Meanwhile, Support Equipment is supposed to cover a less important weapon. Perhaps a set of throwing weapons to catch an opponent off-guard or a potion that temporarily provides a boost to a specific attribute. If you really want to shoot people down, I guess Kiritsugu's Calico M950 would also go here. The important note is that whatever you set on your Main Equipment slot will be considered more powerful and will be granted more leeway on what it can do. For instance, if your choice is to set something as Rin's Jewelry as Support Equipment, I'd forbid you from crushing a jewel to cast an A-rank spell as a single-action, limiting you to using them as a Prana battery.

    Equipment can be divided in three types: Amplifiers, Consumables and Mundane.

    Amplifiers are meant to directly improve the wielder’s performance, be it by increasing damage dealt against a specific kind of enemy, serving as a catalyst for the user’s abilities, or unleashing a distinctive effect on their own. Whether the effect they produce is continuous or lasts but a moment does not matter, Amplifiers require Prana Units to do their job.

    Consumables, like their name implies, are limited to a number of uses before the user either needs to wait for it to recharge to use it again or outright loses access to it forever. An example would be a portable container of Magical Energy that can be used to store Prana Units for later use, and once empty must be filled again with spare Prana Units. Another example would be Rin’s Jewels, which can actualize spells without the need of a long incantation, but are rare and only a limited amount are available. Consumables have the possibility to create bigger changes on the battlefield in comparison to Amplifiers, depending on how much the user is sacrificing or putting into stake by choosing to spend a limited resource.

    Finally, Mundane covers all sort of equipment that does not have any magical effect. Guns, swords, kevlar vests, a motorcycle, all sort of things are possible, so long as the player stays within reason. They borrow some mechanics from the other two types (consumable mundanes will usually be stronger than the rest) but are more limited in what they can do. Conversely, they are easier to justify and have access to.

    Can equipment be both a Consumable and an Amplifier? Yes, it can.

    You can also choose to abandon an equipment slot to take on a Familiar (or a supply of small familiars). Depending on the Familiar's strength, it will be placed into a Main Equipment slot or a Support Equipment slot. Something like Volumen Hydrargyrum would be Main, while some assistant-type or scout-type would be Support.
    Ability
    Here’s where you describe where your main talent within the supernatural side of the world lies. Whether it’s magecraft, ESP or something else entirely, please describe it in great detail, explaining what you can do with it and what you cannot. Note that, regardless of their origin, all abilities will consume Prana Units when activated. Do not forget to include meaningful weaknesses or drawbacks. For example, magecraft may take a while to actualize or may require ingredients to be sacrificed, ESP may not be used repeatedly as it causes mental strain, Vampiric Abilities may come at the cost of a demand for blood sustenance.

    Whatever the case, I'll be asking you to explain its downsides.

    Once that’s done, you may write up to five applications of your power, together with a rank. The higher the rank, the more you'll get out of your ability, but also the more its weakness will manifest and the more Prana Units it will cost. Take into account that Prana Units will be a strategic resource and thoughtful consideration should be taken before use. So it might be best to properly rank your spells in a way that doesn't leave you completely drained or exposed afterwards.

    Also, Please bear in mind that applications are mostly straightforward effects. Do not make them vague or give them a much bigger role than they should. Though fluff text is welcome, the rule of thumb is that an application of your ability should be able to be summed up in a single clear sentence. For instance, if your power is Telepathy, one application could be “linking two nearby minds together, allowing them to communicate”, while another could be “Compel a nearby target to perform an action of your choice that doesn't go against their nature.”.

    As the story progresses, you'll be able to create new applications for your Ability. No points or experience will be managed. Instead, there will be a time reserved specially for you to improve your existing power.

    When going into battle, you'll only be able to 'equip' and use five applications of your Ability, which should be those you are more familiar with or those you decided you'd need to use before jumping into the battlefield. To swap what applications you can actively use, you must perform a successful disengage or be grante an opportunity in which to do so.
    Blood Heat & Arc Drive Finish
    Blood Heat is a special kind of 'awakening' that increases the character's performance drastically during a pinch. This is usually triggered when a character is sitting at low HP or when something important is at stake. Regardless, the player will be informed when such mode becomes avaiable.

    Once a character goes into Blood Heat, all limitation on usable applications disappear and their own BGM starts playing. The character can act using any application present in their arsenal, for a limited duration of time, determined by the user's luck and the general context. Moreover, the character gains access to their Arc Drive Finish, a technique where the user puts all their strength into one last attack. If successful, this will knock out the opponent, regardless of its nature. It can be something as complex as a custom usage of your magecraft or a simple as a single mundane fist headed towards the enemy's teeth. Regardless, the effect will be the same: Ending the fight and forcing the opponent to acknowledge you. Please do not make your Arc Drive Finish into something that's 100% lethal because that's not its intended purpose.

    However, do not that after using your Arc-Drive Finish, you will be left completely exhausted and out of energy. It is something to be used sparingly during key times of the story, not something to end every fight with.
    Servant creation
    Attributes - Key Differences
    Servants will use the same set of attributes as Masters/Aides. This is also what Masters will see through their special 'status screen clairvoyance', so think of it as an evolution to the system of two decades prior.

    That said, there are a few differences that separate Masters/Aides and Servants. First is the use of containers to determine the Heroic Spirit's base attributes (You'll be able to check each container on a spoiler tag below). Second is the amount of Prana a Servant is given per Circuit rank and the rate at which it recovers under normal circumstances. Naturally, expect a Servant to have a lot more Prana Units at their disposal than the average Magus, but on the other hand, recovering Prana will be intentionally hard. In short, it will be like making your car reach a distant goal using a fixed amount of gas given at the start. Noble Phantasms will have steep costs and will act as true trump cards that should not be used without a good reason to avail such expenditure. If Prana Units is a strategic resource for Masters/Aides, it will be even more so for Servants.

    How to counter this nasty mechanic? Find yourself a good base, reap souls for energy, supply it through a Command Spell or resort to emergency H. Maybe include your Aide? Wink, wink.

    The second difference comes in the form of the number of turns one is able to fight seriously. There is no sort of thing as exhaustion for Servants, but as soon as you go through the limit imposed on your sheet, the maintenance cost of the Servant will increase until you break away from battle. This encourages clever, quick skirmishes. The way to defeat an enemy might be to wear them out through the days until the moment comes to deal the final blow during a final confrontation.

    Oh yeah, there is no NP attribute anymore. Deal with it.

    Since Masters/Aides have the same attributes as Servants, can they be compared? No, there is no rank equivalent. A defensive fight against a Servant might be allowed, if it makes sense. And you may be able to briefly give a Servant a run for their money if you use the surprise factor to your advantage. But at all points, you will be at a extreme disadvantage that cannot be normally bridged. You'll die if you play your cards wrong. Expect big numbers if a Servant attack lands on you.

    Final difference is that there is no Blood Heat for Servants. Lucks will be used both as a circumstantial defensive modifier against Noble Phantasms and as the key factor in determining Critical Hit Chance. In case you are wondering what a Critical Hit entails exactly, it's an attack that, once successful, ignores TGH for damage calculation and leaves a debilitating effect, a wound, that temporarily or permanently lowers the opponent's performance. The degree of the wound depends on the narrative and the amount of damage dealt. Critical hits have no other damage modifiers.
    Class Containers
    Below are the container for the original seven classes, which contain the Servant's base attribute scores.

    You can invest 10 additional points on them. SP are points used to Purchase Class Abilities and Personal Skills (1 point equals 1 rank). You can also give a Class Ability or Personal Skill a '+' modifier, a certain aspect of the talent where they stand out or a condition that might allow them to perform better. If so, please select another talent and provide a '-' modifier to it, a certain aspect of the talent where the Servant clearly lacks skill or a condition which may prevent the Servant from showing their true might.

    Can I use a class different from the original seven? Ruler, Avenger, Saver and similar containers are banned.

    However, so long as it isn't messianic and does not overlap directly with the other classes, you are able to submit your own Class and a single Class Ability to go with it. If suitable, the GM will create a a Class Container for it.

    Saber
    Saber

    Powerful and agile melee warriors who are adept at swordsmanship. Boasting the best container by far, their high physical parameters allow them to apply pressure at all stages of the battle. Its Class Ability, Magic Resistance, can also provide a solid defense against Casters, not to mention modern Magi. However, despite their undeniable destructive power, their options in terms of Skills and Noble Phantasms are quite limited, usually preventing their setups from being versatile as well.


    STR: B
    CQC: C
    TGH: D
    END: B
    QCK: B
    RNG: E
    CKT: C
    LCK: D

    *Saber has 15 SP to purchase its Class Ability and Personal Skills.
    *Saber’s Class Ability is Magic Resistance.
    *Saber can have a maximum of three Personal Skills.
    *Saber can have a maximum of one Noble Phantasm.
    Archer
    Archer

    Servants enrolled into this class are heroes proficient with projectile weaponry. Though the Archer Class is the weakest out of the three Knight Classes in terms of raw parameters, it makes up for it with technical versatility and cost efficiency. Speaking of which, its Class Ability, Independent Action, lowers Prana Unit costs for the Servant. Their weakness lies in their poor melee performance, although there are several who have tried to defeat this trope in the past.


    STR: E
    CQC: D
    TGH: E
    END: D
    QCK: D
    RNG: B
    CKT: E
    LCK: C

    *Archer has 18 SP to invest to purchase its Class Ability and Personal Skills.
    *Archer’s Class Ability is Independent Action.
    *Archer can have a maximum of four Personal Skills.
    *Archer can have a maximum of Two Noble Phantasms.
    Lancer
    Lancer

    To be put into the Lancer Class, a hero must have been skilled in the use of long-range melee weapons such as spears or lances. The Lancer class combines above-average parameters with the unpredictability brought by its Class Ability, Variable X, which enables them to take any two Class Abilities or Personal Skills as their Class Abilities. However, neither of them can be above C-rank, and both of them must be linked in some sense to the hero’s legend.


    STR: D
    CQC: C
    TGH: D
    END: C
    QCK: B
    RNG: C
    CKT: D
    LCK: E

    *Lancer has 15 SP to invest to purchase its Class Abilities and Personal Skills.
    *Lancer’s Class Ability is Variable X.
    *Lancer can have a maximum of three Personal Skills.
    *Lancer can have a maximum of one Noble Phantasm.
    Rider
    Rider

    Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them a greater number of Noble Phantasms. Their Class Ability, Riding, allows them to bring their mounts to the battlefield under control, as well as improves existing properties of mounts and vehicles within the current era to match the rank of the skill.


    STR: D
    CQC: D
    TGH: E
    END: E
    QCK: B
    RNG: D
    CKT: C
    LCK: E

    *Rider has 15 SP to invest to purchase its Class Ability and Personal Skills.
    *Rider’s Class Ability is Riding.
    *Rider can have a maximum of three Personal Skills.
    *Rider can have a maximum of Three Noble Phantasms.
    Caster
    Caster

    Legendary spellcasters who have gained fame for their proficiency in Magecraft or similar arcane arts. Their strength usually comes in the form of a varied magical repertoire that puts them above any modern Magus (they need an actual skill that denotes this. Ex. Egyptian Magecraft). Depending on what their talents were in life a Caster can choose between Territory Creation, which deploys a space akin to a reality Marble which enhances their craft, or Item Construction, which allows for the creation of objects on the level of Mystic Codes and perhaps even Noble Phantasms, albeit at the cost of time and resources. However, Caster’s usually low survivability at close-range and lack of the “super-long range support” possessed by the Archer Class, means they must fight each battle in a strategic manner, or else it might spell their doom.


    STR:
    E
    CQC: E
    TGH: E
    END: E
    QCK: D
    RNG: C
    CKT: B
    LCK: C

    *Caster has 18 SP to invest to purchase its Class Ability and Personal Skills.
    *Caster Class Abilities can either be Territory Creation OR Item Construction.
    *Caster can have a maximum of four Personal Skills.
    *Caster can have a maximum of one Noble Phantasm.
    Assassin
    Assassin

    Originally limited to one of the 19 Hassan-I-Sabbah, due to how the word “assassin” finds root in the clan, the degradation and current nature of the Holy Grail has made it possible to bypass this limitation with certain ease. To offset their low combat parameters, they are the class with the highest amount of SP available and are granted the Class Ability Presence Concealment which, in combination with their naturally high Luck, makes for a surprisingly dangerous damage potential in short bursts. Built for hit-and-run tactics, the Assassin Class acts as both scout and executor.


    STR: E
    CQC: D
    TGH: E
    END: E
    QCK: C
    RNG: D
    CKT: E
    LCK: B

    *Assassin has 21 SP to invest to purchase its Class Ability and Personal Skills.
    *Assassin Class Ability is Presence Concealment.
    *Assassin can have a maximum of four Personal Skills.
    *Assassin can have a maximum of one Noble Phantasm.
    Berserker
    Berserker

    Servants enrolled into this class have gone mad at least once in their lifetime. Boasting the weakest base parameters across all seven classes, it should be a no brainer that Berserkers possess an ability that allows them to compensate in some way. Indeed, Mad Enhancement enables them to temporarily enhance their Physical Attributes (STR,TGH,END,QCK) at the cost of their sanity. In addition, during the narrative, they'll be described as physically stronger than their foes regardless of the enemy attributes if the Servant is one of renown (Lancelot; Heracles). While using this triumph card, however, certain skills and Noble Phantasms will be sealed, the ability to control the Servant will heavily diminish and their maintenance cost will be doubled. So, while this container may allow the hero to surpass the raw power it would’ve have if summoned under a different class, it comes at a heavy cost, and thus selecting a fitting hero is crucial for the success in the war.


    STR: C
    CQC: E
    TGH: C
    END: D
    QCK: D
    RNG: E
    CKT: E
    LCK: E

    *Berserker has 17 SP to invest to purchase its Class Ability and Personal Skills.
    *Berserker Class Ability is Mad Enhancement.
    *Berserker can have a maximum of four Personal Skills.
    *Berserker can have a maximum of one Noble Phantasm.
    Noble Phantasm
    The embodiment of the ultimate mysteries of a hero that symbolizes one's existence through historical facts and anecdotes. They can be physical weapons, such as swords, lances, and bows, or support items, such as rings and crowns. They can also be abstract concepts, like unique abilities, unique means of attacks, curses, and changes to the environment and its physical properties. When summoned as Servants in the Holy Grail War, Noble Phantasms act as the trump cards of the heroes that allow them to overcome others in battle.

    Given the restricted number of Noble Phantasms, please include the most famous one(s) available to the Servant's current class.

    Noble Phantasms can have up to two different uses, one of which must always require the invocation of that Heroic Spirit's true name. This fully unleashes their Noble Phantasm effects and serves both as an ace in the hole and a last resort. Whether the end result is a giant beam of energy or a curse that reverses causality, usually these attacks are enough to put an end to a Servant if left unchallenged. A Noble Phantasm can also hold a secondary effect which can be either a passive or require activation. In the first case, the effects granted by it will always be present as long as the Heroic Spirit is still in possession of the Noble Phantasm (Ex. A ring whose secondary effect grants a boost to STR), however, it will affect their maintenance cost, increasing it slightly. In case of another effect that requires activation, the wielder of the Noble Phantasm will be able to avoid revealing their identity but, as a result, the power of the attack will greatly suffer (Ex. Mini Excaliblast). Naturally, its cost will be significantly lower as well.

    What happens when two Noble Phantasms meet in a pure clash of power? Rule of thumb is that the one with the highest rank wins, but narrative may affect the final outcome.

    Why should I pick a rank C Noble Phantasm over a rank A Noble Phantasm? Cost efficiency. Prana Unit cost is determined by the rank, the type and the overall range.
    Last edited by hero; November 17th, 2019 at 09:09 PM.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  2. #2
    闇色の六王権 The Dark Six Twelveseal's Avatar
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    Interesting. Guess I should read it thoroughly, especially since I'm still debating a Nightfall application.
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    Fuyuki - Winter Cleaning
    My Shameful Fics and the Wiki to go with them. Oh, and some fossil I found.
    [16:43] <Twelveseal> Phallus in wonderland sounds like some bad loli-rape KC fanfic
    [16:43] <@Sei> THAT'S what i wanna see




  3. #3
    Hey, I ain’t no lizard! Draconic's Avatar
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    When's the deadline?

    - - - Updated - - -

    Also, are canon characters playable, because I feel like this would be the type of RP that would work well with canon characters.
    Likes attention, shiny objects, and... a ball of yarn?
    F/GO Supports

    I joined two years too late...
    Quote Originally Posted by Hymn of Ragnarok View Post
    That makes me think of Rin as a loan shark.
    Quote Originally Posted by Hymn of Ragnarok View Post
    Admittedly, she'd probably be the hottest loan shark you'll ever meet. She'd probably make you smile as she sucked you dry.


    Oh dear, that doesn't sound like yuri at all.
    Quote Originally Posted by Techlet View Post
    Not with that attitude.

  4. #4
    Inspired Pervert hero's Avatar
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    No, canon characters will not be playable. As mentioned only a few will show up as NPCs.Two weeks from now seems good for a deadline but if a desired cast is assembled, i might be able to begin things as soon as next weekend
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  5. #5
    How are you supposed to make an aide? Do you create a character that your PC is allied with, make the PC's allegiance open-ended towards a specific faction (eg. Enforcer helper to a CT magus), make a paired sheet with someone else's Master, or none of the above?
    Last edited by Leftovers; November 3rd, 2019 at 04:30 PM.

  6. #6
    吸血鬼 Vampire Bylackbre's Avatar
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    Could we see an example sheet of an Aide and a master so that we can know how to make them differently from one another and see what you are looking for in a sheet of each of those types?

  7. #7
    Inspired Pervert hero's Avatar
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    To create an Aide, you follow the same template you would use to create a Master. The only difference being that you don't submit a Servant application to go with it. At this point, 'Aide' is merely an OOC designation used for PCs who won't become Masters during the first arc (or if they so choose, characters that won't become Masters at all).

    Since PCs have no knowledge of the conflict that will take place, both PC Masters and PC Aides are effectively the same at the start of the game. You do not create a character for you to serve as an Aide to, you do not need to specify your allegiances nor team up with another player. You don't even need to create a character that blatantly screams 'Support'. For both types of characters, all you need is a basic concept and a reason for you to be in wrong place (Fuyuki) at the wrong time. Then, you need to decide whether you want to have a Servant by your side ASAP or not.

    The rest will play itself out once you meet the cast and investigate the source of the conflict.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  8. #8
    Inspired Pervert hero's Avatar
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    Well, have an example Aide sheet.

    Click Me

    It's missing 1 equipment slot and 2 more Magecraft applications, but it should give you an idea.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  9. #9
    Inspired Pervert hero's Avatar
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    T-Triple post...?!

    Reminder that deadline is one week from now.

    The deadline will not be moved, so please take this into account.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  10. #10
    Konkon Kitsune~ Kuroyuki's Avatar
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    Hi! I forgot to mention that I've made a sheet for this.

  11. #11
    Inspired Pervert hero's Avatar
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    I have received enough sheets. That is good.

    In about 11 hs, I'll accept no more and move onto selection.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  12. #12
    Inspired Pervert hero's Avatar
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    Ok so, on the final day, right before the deadline, I've received a relatively large amount of sheets. What was initially a free-pass for whoever sent a sheet then became an actual contest to see who'd get in. As such, I decided to discuss it with my pillow overnight.

    The truth is that there were good sheets, amazing sheets, basic sheets, a single horribly formatted sheet, and sheets that left a few things to be desired from an objective persepective. In the end, I took a little bit of each. I didn't judge by the quality and effort of the sheet but rather what I know the player is capable of and how that character can connect with the setting. Unlike other times, I didn't provide a list of NPCs for you to link your stories to. There is a reason to that, as you will eventually discover through the story, even if that reason is petty. In any case, you were in the dark. And so, ultimately those that managed to build the world around them through their characters are the ones who have emerged victorious. In some cases, some PCs were selected solely because of this, and a few are in solely because of complementing another PC. I am sure you'll soon notice a pattern.

    In any case, I took 7 Master/Aides, because whenever the GM sets a max player cap, we always break it in the end. Naturally, apologies to those who didn't get in, despite sheet quality in some cases no profile was boring to read and easily all could have been a part of this.

    Without further Ado, here are the Masters/Aides for this story:

    Winners
    1. Fuyuki's [xxxxxxxx], Alicia Rosenkopf.
    2. The one in charge of the land, Aya 'Ignite'
    3. A travelling swordswoman with ties to one of the greatest Yakuza organizations in Japan, Hiyako Tsurara.
    4. A hitman for the local Yakuza, Takanashi Kotoha.
    5. A child soldier, a slave sold to the highest bidder, Shiba Nao.
    6. The boy that sleeps like a baby, yet roars like a tiger, Yamashita Hiro.
    7. The Scion of the Velvet family,
    Glenn Alexander Velvet.


    Notes, relevant numbers and costs regarding Masters and Aides will be sent/spoken of throughout the week. Stuff regarding Servants will be sent once the contract is established.

    You may now post your FCs and one-liners.
    Last edited by hero; November 18th, 2019 at 08:42 AM.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  13. #13
    Taiga's knight Tobias's Avatar
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    Was the horribly formatted sheet mine? I bet it was mine
    Quote Originally Posted by Bird of Hermes View Post
    The moment the opportunity arises for a pun, the one known as 'Taiga's Knight' will be there to deliver whether you like it or not.

  14. #14
    Konkon Kitsune~ Kuroyuki's Avatar
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    Last edited by Kuroyuki; November 18th, 2019 at 09:57 AM.

  15. #15
    Inspired Pervert hero's Avatar
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    Quote Originally Posted by Tobias View Post
    Was the horribly formatted sheet mine? I bet it was mine
    You remain unrivaled.
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  16. #16
    The Time-Governing Twelve Covenants Airen's Avatar
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    Some call her the landlord, others call her a demon, and even a few call her a "babysitter," but the truth is...!

    That devil is probably right-!

    When she comes for the rent you better have her money, it's the red-haired boss of Fuyuki, "Aya Ignite-!"

    Aya Ignite


    "Yo. Keep the noise down alright? It's bad for the Community."

    "...Don't make me come back and tell you a second time."
    Spoiler:
    Death is nothing but a disease.
    But it is one that often comes from all sides.
    An end like that is coming, and yet here you are.

    Tell me.

    Could you kill someone you love for the sake of everyone else?


    What a cynical worldview, Messiah.
    Real heroes would find a different answer.


    Right, right.
    The power to break through a sad reality—
    I wonder—

    Will they be able to show it to me?



  17. #17

  18. #18

  19. #19
    アカシャの蛇 The Serpent of Akasha RacingeR's Avatar
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    Last edited by RacingeR; November 18th, 2019 at 02:11 PM.


    quotes
    Quote Originally Posted by Mike1984 View Post
    Besides, I don't see what's so terrible about looting anyway. It's only property, they're not actually harming anyone.
    Quote Originally Posted by lantzblades View Post
    when I say hero I don't mean hero in the spirit sense. I mean a morally grounded, good natured person who doesn't slaughter innocent people. No such person exists in the Nasuverse.
    [00:12] <~Katie> i can't defy my origin
    [00:12] <~Katie> of gay memes

    [16:15] <~Katie> lesbians has always been my gimmick and i will exploit it to the fullest

    [22:56] <@Sei> airen is pegging hero this time
    [22:56] <@Sei> for once airen isn't the uke
    [22:56] <@Kuroyuki> I thought Air was the Woman in the Relationship?
    [22:56] <@Airen> Yeah I kinda thought I was the girl too!

  20. #20
    men are men; the best sometimes forget Katie's Avatar
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    [Feb/Wed/04|07:00:04] <Lianru> it's ok with each stalker call I feel like we get a little closer
    [Feb/Wed/04|07:00:06] <Lianru> never give up

    asians before testing week

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