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Fate/Recovery OOC


DragonRage

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RP Discord Server:  https://discord.gg/sWXPAuv

           You have all heard the stories of the Holy Grail, that mystical artifact that can grant any wish to the one who wins it.  You have travelled to its current resting place in the remote city of Lincoln, Wyoming, in hopes of being one of the lucky seven, to summon the incarnate spirit of an ancient hero alongside which to do battle for the Grail.  You succeeded beyond your wildest dreams, and called a mighty Servant to your cause.  And this morning, the War’s official overseer informed you that some unknown guy has stolen the Grail and run off, and would you please do something about that if you want a chance at your wish?

 

            For those of you who are unfamiliar with the concept, this is a Fate RP.  In it, teams of masters and servants vie for possession of a Holy Grail, a mystical artifact that will grant any wish to the last master/servant pair left standing.  However, this Grail has been stolen by some jerk, making things more complicated.  Regardless, there will be seven slots for Master/Servant pairs.  Players can play as both members of a pair, but if we fill this up and people are left over, teams of players each playing one half of a pair can happen if both agree to it.

            Each Master is a mage, though their magical and other talents will vary, who is sworn to keep magic a secret from the general populace; the people of Lincoln, Wyoming are highly proficient at repression and denial thanks to previous Grail Wars, but that doesn’t mean carelessness is a good idea.  Masters provide energy and sometimes tactical support to their servants.  Masters can be relative unknowns, lacking in resources but also low profile, or well-known mages, sacrificing anonymity for extra magical equipment and mundane wealth.  Every master has a magical specialization, in which they are particularly proficient.  Magic in Fate is powered by mystery, so the less others know about how your magic works the more powerful it gets.  This means that more ancient magics and beings are generally more powerful, but also less versatile, as even their own wielders might not fully understand their own abilities.

            While only one master/servant pair can claim victory and the wish, pick and choose your battles carefully.  If your enemies discover your mysteries before you learn what theirs are, your defeat is likely, and the more servants that are defeated before the Grail is recovered, the more likely it is that the thief will have enough magical power to cash in on his own wish, leaving you with nothing.

            Servants are spirits of famous historical figures, who made their mark on history and thus ascended to the extradimensional Throne of Heroes.  The Grail copies aspects of these heroic spirits, and places them into seven class containers, which shape and control their power while allowing them to act as physical beings.  Saber, a powerful and magic-resistant juggernaut of close combat, Lancer, a versatile and swift skirmisher, Archer, master of long range battles, Rider, whose greatest power comes from their mount or vehicle, Caster, a great mage from the time when mystery and thus magic was at its most powerful, Berserker, a warrior lost in the throes of unstoppable rage, and Assassin, a stealthy eliminator of masters and other weak targets are the seven most common classes, but others like Avenger and Ruler occasionally manifest.  No class is repeated.

            Thus, for this RP you will be asked to submit a master, which you will be playing, and at least 2 servants, who will go into the servant pool.  Once I have approved all seven masters, each will be assigned a servant based on their personality and my whim.  Thus, by putting a powerful servant into the pool, you both increase the odds of facing a powerful servant in battle, but also your odds of getting a strong servant for yourself.  Any historical figure can be a servant, as long as they died before 1900, but keep in mind that older and better-known servants are generally stronger, at least when they don’t cross over the threshold where power increase is outweighed by versatility decrease.  No canon servants allowed; a list of canon servants is pinned in the discord server.  Servants can be based on fictional characters, as long as those characters were created before 1900, but such servants tend to have bizarre and exotic special abilities.  As each servant is only an aspect of the true heroic spirit they are based on, they can differ quite dramatically from the best-known legends of them.

            Additionally, each master gets three Command Seals, crystallized mysteries directly from the Grail, which both symbolize their servant contract and let them issue a single command that their servant cannot disobey.  It is rumored that the Command Seals might have another purpose too, but since Assassin Hattori Hanzo killed every single master from the founding families of this Grail War during the previous war, before they could pass their knowledge on, nobody knows what those are.

            When making a character sheet, every stat has a parameter, from E to A, with earlier letters in the alphabet being superior to others.  Parameters can have one or more plus or minus signs attached to them, symbolizing conditional modifiers.  Masters cannot have any parameters over B, and no more than one of these.  A parameter of C is average for a servant, so masters are more likely to have Ds and Es for most of their parameters.  Note that a noble phantasm acts as though its parameters are two stages higher than they actually are unless an effect like Herakles’ God Hand, which works directly off of parameter values, is in play.

            Some parts of this RP are inspired by another RP on this site, Fate/Reborn, mostly on the mechanical side.  It’s a very good way of doing Fate characters in a forum.

 

Master Sheets:

Spoiler

Player:

Character Name:

Age:

Alignment (D&D Style):

Appearance:

Magical Specialty:

Endurance:  If your endurance parameter isn’t equal to or greater than your servant’s upkeep parameter, you will have a great deal of trouble maintaining your servant at full power.

Offense:  How good your master is at attacking with magic or other means

Defense:  How good your master is at not dying to incoming attacks.

Utility:  How good your master is at magic not directly related to attack and defense.

Mana Capacity:  How potent your master’s spells are, and how often they can cast without exhausting themselves.

Flare:  How easily your master can conceal their status as a magus from others.  In general, the higher a mage’s mana capacity and endurance are, the higher their flare is, barring extreme circumstances.

 

Servant Sheets:

Spoiler

Creator (The player who submitted them):

Name:

Class:  Put all classes the servant could qualify for here, with their best class in bold.

Alignment (Still D&D Style):

Appearance:

 

Upkeep: More powerful and less independent servants have the highest upkeep; weaker or more independent servants are easier to maintain.

 

Strength:  A servant’s raw physical power.

 

Agility:  How fast a servant is, and how quick their reflexes are.

 

Endurance:  How tough a servant is, and how well they perform in extended conflicts.

 

Magical Power:  How potent a servant’s spells and supernatural abilities are.

 

Luck:  How lucky a servant is; how likely it is for fate and fortune to smile on them.

 

Flare:  How recognizable and easy to spot from a distance a servant is.  Unlike other parameters, higher is bad and lower is good.  Assassins tend to have a very low rank of this.  Lancer of Fate Stay Night had an average rank of this.  Rider of Fate Zero had the highest possible rank in this.

 

Noble Phantasm:  How numerous and/or potent a servant’s noble phantasms are.

 

Class Skills:  Describe your servant’s class skills and how they manifest here.  Sabers and Lancers have magic resistance, which does exactly what it sounds like.  Archers have Independent Action, which allows them to act without a master’s mana supply for a time.  Riders have Riding, which enhances any vehicles or mounts they use.  Casters have Item Creation, which enhances magical items they create, and Territory Creation, which allows them to create zones inside which they are more powerful somehow.  Berserkers have Madness Enhancement, which trades sanity and self-control for increased physical parameters.  Assassins have Presence Concealment, which makes them nearly impossible to detect until the moment they strike.  However, sometimes a servant might have a class skill that isn’t part of their current class, especially if they potentially qualify for more than one class.

 

Personal Skills:  Describe your servant’s unique or uncommon skills here.  If a skill exists in canon that does what you’re thinking of, try to use that instead.  However, I the GM don’t have the whole skill list memorized, so honest mistakes will be forgiven.

 

Noble Phantasms:  Describe your servant’s noble phantasms, the manifestation of their legend in weapon or special power form.  Noble phantasms are unique and extremely potent; all but the most exceptional and rare of servants have 1-3 of them.  Noble phantasms usually have one or more subtypes in addition to their rank; the most common ones are “Anti-Unit”, “Anti-Army”, and “Anti-Fortress”.  Noble phantasms are mostly unrestricted, and can get extremely weird, especially in relatively modern servants.  However, a Saber must have a sword-based noble phantasm.  A Lancer must have a spear-based noble phantasm.  An Archer must have a long-range noble phantasm.  And a Rider must have a vehicle or mount-based noble phantasm.

 

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WIP

Master

Spoiler

Player: Rustytnego 
Character Name: Craig Stanton
Age:28
Alignment (D&D Style): True neutral 
Appearance:
Magical Specialty: sneaky magic 
Endurance:  D
Offense:  E
Defense:  D
Utility:  B
Mana Capacity:  E
Flare:  D

Servants

Spoiler

Creator: rustytengo
Name: Jack the Giant Killer 
Class: Assassin, Saber
Alignment: Chaotic Good
Appearance:
 
Upkeep: D

Strength: C
 
Agility: C
 
Endurance: D+
 
Magical Power: E
 
Luck: A

Flare:D (A if people get close enough to read his belt)
 
Noble Phantasm:  A
 
Class Skills:
Presence Concealment: B
Magic Resistance: A (From the Hat of Intellegnice NP) 
 
Personal Skills:
Bravery:B(for being just a farm boy who decided to slay gaints)
Giant Slayer:A 
Subverive Activities: A--(unlike the normal version of teh skill his is only good aginst a single opponet 
 
Noble Phantasms:
Sword of Sharpness: A- anti-unit. this blade was one of the treasures that Jack got from the three headed Giant. It has the ability to cut anything, though do to Jack being a simple sort and not having any special abilities so Jack can't make full use of its power and can only cut things he can see.

 

Coat of Invisibility: E. another of the treasures of the Three headed giant. Lets Jack turn invisible though he can still be sensed and heard.


Shoes of Swiftness: B. another on of the treasures of the Three headed giant. this Shoes allow Jack to run faster then even the wind its self.


Hat of Intelligence :A. The final treasure of the the three headed giant. This hat allows Jack to understand anything he needs to and grants him a high level of magic resistance do to it letting him see understand magic.


Trumpet of Victory: A Anti-enchantment, Anti- Fortress(sealed under the assassin class) the horn jack used to break the enchantment around the castle of a powerful mage and giant the sound of this trumpet shook the very foundation of the Castle declaring Jacks victory to the mage and giant.

Spoiler

Creator: rustytengo
Name:Hervor the Shieldmaiden
Class: Saber, Berserker
Alignment (Still D&D Style): Chaotic Good
Appearance:
 
Upkeep: B
 
Strength:  B
 
Agility: C
 
Endurance: A
 
Magical Power: C
 
Luck: C
 
Flare: D (A if the hero is of norse origin)
 
Noble Phantasm: A
 
Class Skills:
Magic Resistance: B
Riding: C
 
Personal Skills:
Berserk: C. allows Hervor to go into a contorlled rage boosting her attributes (is lost as berserker and replaced with mad enhancment)
Pillager: B. increaser Hervor power when facing opponest who amassed large amounts of wealth.
Divinity: D. Hervor was said to have became a valkyire after her death in somestories.

 
Noble Phantasms:  
Tyrfing, the Cursed Sword of Assured Victory: A++ Anti-Unit:  this is the sword that Hervor wields shown like a sunbeam , never could it be bared without killing a man
and nothing not human or animal can live a day if they  got a wound from it, no matter how great or small
It never fail to strike, Nor did it stop till it hit the earth, and any man who bare it in battle would have victory if he used in battle.

 

Edited by rustytengo
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Is not better to use Nasu's Alignment style for this? (The one that show how the servant see herself, because different from lawful,neutral and chaotic, what is good and evil change  according to the character's timeline).

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Generally, Servant alignment is how the world views the hero in question. E.g. Gilgamesh being filed under Chaotic Good ("Fuck the rules, do what's right") despite coming off more Lawful Evil in person ("The rule of law is a tool for my satisfaction"). 

 

I'll probably cave into participating here, despite the limited success of past previous Fate games.

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  • 2 weeks later...

Noot (am lazy, will do appearances later)

 

Master: Cariss Freidlan

Spoiler

Player: KosherKitten

Character Name: Cariss Freidlan

Age: 34

Alignment: Chaotic Good

Appearance:

Magical Specialty: Gravity

Endurance: C

Offense: D

Defense: A

Utility: C

Mana Capacity: B

Flare: B

 

Servant: Red Riding Hood, the Wolf Bringer

Spoiler

Creator: KosherKitten

Name: Red Riding Hood, the Wolf Bringer

Class: Rider, Caster, Berserker

Alignment: Chaotic Good

Appearance:

Upkeep: D (A)

Strength: E (B)

Agility: E (B)

Endurance: D (A)

Magical Power: C (E)

Luck: D (D)

Flare: A++

Noble Phantasm: A

 

Class Skills:

Riding A+

Magic Resistance C

 

Personal Skills:

Magecraft C: Red possesses powerful magic which is highly specialized to manipulating animals and their corpses, often to disturbing results.

Mental Pollution A: Red carries an overwhelming desire to kill and assimilate that completely removes all sense of reason from her. Negated while Red Riding Hood is active.

Self-Modification A: Red is capable of fusing her body with living creatures to gain their abilities. Over a short time this has little in the way of side-effects, but extended use places great strain on both herself and the assimilated creature and can result in death for either party.

 

Noble Phantasms:

Red Riding Hood (D; Anti-self, Barrier)

Red’s namesake, a magical cloak passed down through her family. It negates all forms of mental interference so long as the hood is up, including Red’s own innate insanities.

 

The Wolf (A; Anti-army)

A powerful phantasmal beast that itself is on par with a heroic spirit. The Wolf is a sentient being that willfully allies itself with Red and may at any time choose to cease aiding her. The Wolf may be summoned to fight at her side, or assimilated temporarily using her magic.

 

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