Rules For Creation
Grue
滅亡迅雷
- Location
- -
During the Third Holy Grail War of Fuyuki, the Einzberns attempted to hack the system to summon a god.
What they got was a black-haired girl with an ahoge.
Avenger was slaughtered, the Third ended without a result, and the Fourth War rolled around.
This time, both the war's Archer and Rider bared an uncanny resemblance to the Third's Avenger. Meanwhile, the Saber was also eerily familiar. What's more, Servants of Evil, those who could not be called "heroes" had been Summoned.
The War had its clash, and the Grail manifested tainted. Saber and Archer busted out their mightiest Phantasms. The manifested Grail was torn open, and Fuyuki suffered the devastation of flames.
Ten years later, the War starts anew, and everyone asks one question:
Why are all the Servants practically identical?!
Character creation is as follows, utilising the Fate/FATE system made by @BlackHadou :
Me and @Wade Garrett will be accepting up to seven Masters and seven Servants. Please include both of us in your PM'd applications.
You'll need some damn good justification for it. More leeway may be given for classic fiction such as Sherlock Holmes.
Can I play as a nonstandard class?
Discuss it with the GMs. However, Ruler and probably Avenger are not likely to be permitted.
Can I be Mordred?
Yes, Hadou, you can. However, I'd prefer something other than Saber.
Can I be Tamamo?
Not a Saber Clone. Sorry, Nani.
What they got was a black-haired girl with an ahoge.
Avenger was slaughtered, the Third ended without a result, and the Fourth War rolled around.
This time, both the war's Archer and Rider bared an uncanny resemblance to the Third's Avenger. Meanwhile, the Saber was also eerily familiar. What's more, Servants of Evil, those who could not be called "heroes" had been Summoned.
The War had its clash, and the Grail manifested tainted. Saber and Archer busted out their mightiest Phantasms. The manifested Grail was torn open, and Fuyuki suffered the devastation of flames.
Ten years later, the War starts anew, and everyone asks one question:
Why are all the Servants practically identical?!
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Yes, it's another damn Grail War RP. This time, our gimmick is fairly obvious: Every Servant is required to be a Saber Clone of one form or another. Masters, on the other hand, are not required to be Saber Clones, though you get bonus points for doing so.
Character creation is as follows, utilising the Fate/FATE system made by @BlackHadou :
Okay, time for the part most of you are interested in. How to make a Servant. To begin with, each Servant belongs to a specific Class. The Classes you can select from are as follows.
The above table represents the base attributes of a Servant in each class. You may subtract one point from one stat, lowering its letter grade by 1, and increase a different stat by 1. However, you may only do this up to four times. To actually increase your stats above the baseline, you must purchase it with Refresh Points, noted below. A Servant cannot have a lower attribute level then E.
You will note only the default classes have been represented here. All other class choices will have to go through GM approval, and thus your default stats will be given elsewhere.
These letter grades translate into the following for the purposes of dice rolls:
There is a hard cap on a stat of A+++, or +12. This donates a rank in a stat higher then the rank of Excalibur, but below a unrankable quantity like Ea. You are not permitted to have a higher level then this in a attribute.
Likewise, a Servant is also given 15 Skill Points to put into skills. Unlike points bought with refresh, these points must be put into skills. Skills are divided into two categories, Public Skills and Private Skills. Public Skills can be found here. These are skills that show up under your Servants name on the Book of Masters, and confer special benefits as per their descriptions.
Private Skills refer to skills that, while they see use, often in combat, they are not viewable on the Book of Masters. Skills in this category are things like Swordsmanship, Spearmanship, Medical skills, Science skills, etc. Generally, a Servants only Private Skills will be the ones relating to their fighting style, as they will be well known enough for their greater talents that they will be considered Public Skills.
If in doubt, ask if a skill would be Public or Private. In general, if there is a Public Skill that does what you are seeking to do, then you should select the Public Skill.
A skill can be purchased for 1 Skill Point, and is added to the character sheet at Rank E. By spending another Skill Point, a skills rank can be increased by a single rank, up to a maximum of a A-Rank. While skills can go above A-Rank, doing so with Skill Points may only be done with the GM's permission.
A Servant must purchase their Class Skills as Public Skills. These skills are noted below:
Finally, a Servant starts with 5 Refresh Points. A Refresh Point, at the end of Character Creation, is converted to Fate Points on a 1 for 1 basis. However, before doing this, you may spend Refresh Points for additional bonuses in Character Creation. A Refresh Point can be exchanged for either 1 Noble Phantasm, or 4 Skill Points. Unlike the original 12 Skill Points gained in character creation, these 4 Skill Points bought through Refresh Points can be exchanged for an additional point in a Attribute for 3 Skill Points (to summarise, 1 Refresh Point is worth either 1 Noble Phantasm, or 1 Attribute Point and 1 Skill Point, or 4 Skill Points). A Servant cannot have more then 4 Private Skills, 6 Public Skills, or 5 Noble Phantasms (and 5 Noble Phantasms will be scrutinized).
Additionally, a Servant has 5 Aspects. Aspects are words or short phrases that describe some aspect of the Servants character. For example, King Arthur would possess a Aspect called "King of Knights", or Gilgamesh would possess an aspect called "Owner of All the Worlds Treasures". An Aspect should be something you could conceivably be compelled on, that is, forced to integrate into your actions, as being compelled is your primary means of gaining Fate Points.
Special Ruling
Berserker's, possessing Mad Enhancement, gain 1 Attribute Point per rank of Mad Enhancement for the first two ranks of Mad Enhancement, to be applied as they see fit. At C-Rank through A-Rank, they gain 2 Attribute Points instead. However, this Attribute Bonus only applies whilst Mad Enhancement is active. This does not apply to other Classes that gain Mad Enhancement. Remember that these bonuses are on top of the B-Rank Mad Enhancement bonus of +1 to all Attributes whilst mad.
Class | Strength | Agility | Endurance | Mana | Luck |
Saber | A | B | B | C | D |
Lancer | B | A | C | D | E |
Archer | C | C | C | E | E |
Rider | D | B | D | C | E |
Caster | E | C | E | A | B |
Assassin | D | B | D | E | B |
Berserker | C | D | D | E | E |
You will note only the default classes have been represented here. All other class choices will have to go through GM approval, and thus your default stats will be given elsewhere.
These letter grades translate into the following for the purposes of dice rolls:
- A = +9
- B = +8
- C = +7
- D = +6
- E = +5
There is a hard cap on a stat of A+++, or +12. This donates a rank in a stat higher then the rank of Excalibur, but below a unrankable quantity like Ea. You are not permitted to have a higher level then this in a attribute.
Likewise, a Servant is also given 15 Skill Points to put into skills. Unlike points bought with refresh, these points must be put into skills. Skills are divided into two categories, Public Skills and Private Skills. Public Skills can be found here. These are skills that show up under your Servants name on the Book of Masters, and confer special benefits as per their descriptions.
Private Skills refer to skills that, while they see use, often in combat, they are not viewable on the Book of Masters. Skills in this category are things like Swordsmanship, Spearmanship, Medical skills, Science skills, etc. Generally, a Servants only Private Skills will be the ones relating to their fighting style, as they will be well known enough for their greater talents that they will be considered Public Skills.
If in doubt, ask if a skill would be Public or Private. In general, if there is a Public Skill that does what you are seeking to do, then you should select the Public Skill.
A skill can be purchased for 1 Skill Point, and is added to the character sheet at Rank E. By spending another Skill Point, a skills rank can be increased by a single rank, up to a maximum of a A-Rank. While skills can go above A-Rank, doing so with Skill Points may only be done with the GM's permission.
A Servant must purchase their Class Skills as Public Skills. These skills are noted below:
- Saber: Magic Resistance and Riding
- Lancer: Magic Resistance
- Archer: Magic Resistance and Independent Action
- Rider: Riding and Magic Resistance
- Caster: Territory Creation and Item Construction
- Assassin: Presence Concealment
- Berserker: Mad Enhancement
Finally, a Servant starts with 5 Refresh Points. A Refresh Point, at the end of Character Creation, is converted to Fate Points on a 1 for 1 basis. However, before doing this, you may spend Refresh Points for additional bonuses in Character Creation. A Refresh Point can be exchanged for either 1 Noble Phantasm, or 4 Skill Points. Unlike the original 12 Skill Points gained in character creation, these 4 Skill Points bought through Refresh Points can be exchanged for an additional point in a Attribute for 3 Skill Points (to summarise, 1 Refresh Point is worth either 1 Noble Phantasm, or 1 Attribute Point and 1 Skill Point, or 4 Skill Points). A Servant cannot have more then 4 Private Skills, 6 Public Skills, or 5 Noble Phantasms (and 5 Noble Phantasms will be scrutinized).
Additionally, a Servant has 5 Aspects. Aspects are words or short phrases that describe some aspect of the Servants character. For example, King Arthur would possess a Aspect called "King of Knights", or Gilgamesh would possess an aspect called "Owner of All the Worlds Treasures". An Aspect should be something you could conceivably be compelled on, that is, forced to integrate into your actions, as being compelled is your primary means of gaining Fate Points.
Special Ruling
Berserker's, possessing Mad Enhancement, gain 1 Attribute Point per rank of Mad Enhancement for the first two ranks of Mad Enhancement, to be applied as they see fit. At C-Rank through A-Rank, they gain 2 Attribute Points instead. However, this Attribute Bonus only applies whilst Mad Enhancement is active. This does not apply to other Classes that gain Mad Enhancement. Remember that these bonuses are on top of the B-Rank Mad Enhancement bonus of +1 to all Attributes whilst mad.
Now, on to the other character that can be created, a Master.
A Master starts with a score of 1 in each of the five attributes listed above, being Strength, Agility, Endurance, Mana and Luck. Additionally, they are given a total of 10 Attribute Points to distribute into these five stats as they choose. A Master cannot have a number greater then 6 in a stat under normal circumstances (the equivalent of a Servant with a D-rank in that attribute). This represents the absolute pinnacle a modern human can reach.
Further, unlike Servants, they begin with 20 Skill Points instead of 15, with a max level in a skill being 5. Paying a skill point still buys a skill at rank 1 like buying a skill for a Servant grants it at E-Rank. A Master can only have a maximum of two skills from the Public Skill list, if they have any at all. As a rule, the skills relating to martial arts, Vitrification, Charisma and the alternative magic systems are available without GM consideration. Otherwise, a Master's skill list should be made up entirely of Private Skills, such as Magecraft, Hand to Hand Combat, Deceit, Stealth, Navigation, etc. Consult the FATE SRD if you need inspiration for what would qualify as Private Skills.
Finally, a Master gets a free Mystic Code at character creation. Like a Noble Phantasm, what shape this Mystic Code takes is not defined, and is up to you to decide.
Like a Servant, a Master starts with 5 Refresh Points, and can spend them in the same ways (substituting gaining a Noble Phantasm with gaining a new Mystic Code). However, a Master may also spend a Refresh Point to gain a Sorcery Trait. A Sorcery Trait is treated as a Public Skill (that does not count towards the two Public Skills maximum) with no rank ceiling, allowing you to boost it's rank all the way to 12, as per a Servant. These Sorcery Traits must have specific applications; for example, Fragarach being a Noble Phantasm, or Emiya's Time Magic. Work out the specifics with your GM.
A Master may only have one Sorcery Trait, and anything could technically qualify as a Sorcery Trait. This rule is the only way a Master can exceed normal human limitations with an ability. A purchased Sorcery Trait starts at Rank 5. Simply possessing it is already at the limit of normal human ability. Activating a Sorcery Trait in game for use requires a Fate Point every time it is used in a capacity beyond as a +5 skill. You may activate a Sorcery Trait as a +5 skill (even if the rank is really higher) for free. Of course, if the Sorcery Trait is not at a rank higher then +5, it never requires a Fate Point to activate.
Like a Servant, a Master has 5 Aspects. Unlike a Servant, a Master only has three general Aspects, whilst also having a High Concept and a Trouble. A High Concept is a short phrase that describes the idea behind your character (for example, Shirou would have "Hero of Justice" and Rin would have "Magus Heiress" and Ilya would possess "Homunculus"). A Trouble is a short phrase that describes some sort of issue or crisis for your character. Consult the FATE SRD for more information, or simply ask.
Finally, a Master has a special Skill called Command Spell. This is a skill with no Rank under Private Skills that donates they are a Master. This skill grants the Master three commands that can be used on the Servant bound to them as absolute orders that must be obeyed. Once all three commands are used, the master loses this skill, and is no longer a Master. This skill cannot be removed through normal means, as it is granted by the Holy Grail.
A Master starts with a score of 1 in each of the five attributes listed above, being Strength, Agility, Endurance, Mana and Luck. Additionally, they are given a total of 10 Attribute Points to distribute into these five stats as they choose. A Master cannot have a number greater then 6 in a stat under normal circumstances (the equivalent of a Servant with a D-rank in that attribute). This represents the absolute pinnacle a modern human can reach.
Further, unlike Servants, they begin with 20 Skill Points instead of 15, with a max level in a skill being 5. Paying a skill point still buys a skill at rank 1 like buying a skill for a Servant grants it at E-Rank. A Master can only have a maximum of two skills from the Public Skill list, if they have any at all. As a rule, the skills relating to martial arts, Vitrification, Charisma and the alternative magic systems are available without GM consideration. Otherwise, a Master's skill list should be made up entirely of Private Skills, such as Magecraft, Hand to Hand Combat, Deceit, Stealth, Navigation, etc. Consult the FATE SRD if you need inspiration for what would qualify as Private Skills.
Finally, a Master gets a free Mystic Code at character creation. Like a Noble Phantasm, what shape this Mystic Code takes is not defined, and is up to you to decide.
Like a Servant, a Master starts with 5 Refresh Points, and can spend them in the same ways (substituting gaining a Noble Phantasm with gaining a new Mystic Code). However, a Master may also spend a Refresh Point to gain a Sorcery Trait. A Sorcery Trait is treated as a Public Skill (that does not count towards the two Public Skills maximum) with no rank ceiling, allowing you to boost it's rank all the way to 12, as per a Servant. These Sorcery Traits must have specific applications; for example, Fragarach being a Noble Phantasm, or Emiya's Time Magic. Work out the specifics with your GM.
A Master may only have one Sorcery Trait, and anything could technically qualify as a Sorcery Trait. This rule is the only way a Master can exceed normal human limitations with an ability. A purchased Sorcery Trait starts at Rank 5. Simply possessing it is already at the limit of normal human ability. Activating a Sorcery Trait in game for use requires a Fate Point every time it is used in a capacity beyond as a +5 skill. You may activate a Sorcery Trait as a +5 skill (even if the rank is really higher) for free. Of course, if the Sorcery Trait is not at a rank higher then +5, it never requires a Fate Point to activate.
Like a Servant, a Master has 5 Aspects. Unlike a Servant, a Master only has three general Aspects, whilst also having a High Concept and a Trouble. A High Concept is a short phrase that describes the idea behind your character (for example, Shirou would have "Hero of Justice" and Rin would have "Magus Heiress" and Ilya would possess "Homunculus"). A Trouble is a short phrase that describes some sort of issue or crisis for your character. Consult the FATE SRD for more information, or simply ask.
Finally, a Master has a special Skill called Command Spell. This is a skill with no Rank under Private Skills that donates they are a Master. This skill grants the Master three commands that can be used on the Servant bound to them as absolute orders that must be obeyed. Once all three commands are used, the master loses this skill, and is no longer a Master. This skill cannot be removed through normal means, as it is granted by the Holy Grail.
Me and @Wade Garrett will be accepting up to seven Masters and seven Servants. Please include both of us in your PM'd applications.
FAQ
Can I play as a fictional Servant?
You'll need some damn good justification for it. More leeway may be given for classic fiction such as Sherlock Holmes.
Can I play as a nonstandard class?
Discuss it with the GMs. However, Ruler and probably Avenger are not likely to be permitted.
Can I be Mordred?
Yes, Hadou, you can. However, I'd prefer something other than Saber.
Can I be Tamamo?
Not a Saber Clone. Sorry, Nani.