Introduction

LegacySC

[Editor]
Location
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3 Summoner (Master) Slots Open
1 Hero (Servant) Slot Open
Registrations Details In Next Post



Faux/Rupere Saeculi II


Welcome back to Delta-4. An artifact known only as the "Holy Grail" exists here, and as one of the eight Chosen practitioners, you'll be participating in the Grail Competition in an attempt to obtain the Holy Grail, and the one wish it grants.
You aren't the first.
Of course, you'll have the aid of your Hero, also known to some as a Servant. They'll be one of 8 classes, and you'll have to summon them.
This has been going on for lifetimes, in worlds far beyond your own.
The battle will be contained within a city on the Greater American Continent.
What makes you think yours will be any different?
Good Luck.
I see them crawling, crawling in my skin.
I feel them clawing, clawing through my Soul.
To start this, we will require up to 7 Summoners and 7 Heroes. You can either register as a Summoner or as a Hero, and please PM me your sheet(s). You may apply for multiple positions, but you will only be admitted into one.​
I hear them creeping, creeping in the Vò͜͠i̵̸d̶̵.
They'll bite and chew, they'll eat and consume, the falseness that is this world.


 
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Character Creation
J̮̫̝͉̞̩̲̖̯̪̣̳̖̰͍o̪̺̫̟̟̤i̪̩̪̰̦̹n̤̫͎̘ͅi̳̹͉̱̥̮̲̣̫̣̙̪n̲̥̼̠̯͔̠̣̩̙͇͈͓̼̙̞̲͚g͍̟̦̮ ͔̠̺̝̙͎̞̼̜͖̥̻͔͇ͅț̮̩͕̱̝ͅh̟̲̪̙̯̙̳̝̠͖̹̺̗̗̲e͎͈̬̩͔̩͚͓ͅ ̲̜͖̩̲̺͉̙͚̩C̠̪͍̳͖͎̦̮͚̠̬͉͍͕͓̘̜̜o̞̬͓̠̖̪̜̖̱m͓͙̖̱̙̙̗͉̬̥̱̞͙̮̼̝p̥̳͈̘̗̟͈̖̹͎̯̯̰ͅe͎̤̳̜̮̖̻̪̙͓̳̹̯̻̰t̲̦͔̠͈i̯̘̪̮̪̭̭̼̱̟̲̯t̺͎͍̣̲̻̮̞̙̭i̠͉̥̺̳̠͚̮o̙͉͓̩̩͇̬̳̤̳̩̪ͅn̼͍̮͙͍̯ͅ




FICTIONAL HEROES, GIVEN ENOUGH POPULARITY AND IF JUSTIFIED IT, CAN BE ACCEPTED.

Credit to goes to BlackHadou for creating the original basis of the character creation system.

-AVAILABLE SLOTS-
Summoner: 3
Hero: 1
Creating a Hero

Template Below


To create a Hero, you must choose its class, determine stat distribution, choose appropriate skills, and create noble phantasms.

Class Strength Agility Endurance Mana Luck Special
Saber A B B C D +1 Starting Weapon Skill Rank
Lancer B A C D E +2 to Movement Rolls
Archer C C C E E +1 Starting Noble Phantasm
Rider D B D C E +1 Bonus Agility when riding any mount
Caster E C E A B 150% Mana Modifier
Assassin D B D E B +1 Starting Luck Points, +2 Agility Ranks while under Presence Concealment.
Berserker C D D E E All wounds are treated as one rank lower while under Mad Enhancement.
Champion A C A D B N/A
The above table represents the base stats of a Hero in each class. You may swap up to FOUR ranks between stats, up to a cap of A. To actually increase your total stat points, you must purchase ranks with Refresh Points. A Hero cannot have any attribute under E Rank.

These letter grades translate into the following for the purposes of certain calculations:
  • A = +9
  • B = +8
  • C = +7
  • D = +6
  • E = +5
There is a hard cap on a stat of A+++, or +12, and rank EX, representing an unquantifiable rank. Raising any stat above A requires two Refresh per rank.

Mana translates into your active mana pool, and does not represent Independent Action, which relies on your Passive Mana, decided by your Independent Action Rank. Active mana is used for spells and abilities. E=25, D=50, C=80, B=180, A=400, and each + is an extra 50.

A Hero is given 12 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 provide benefits as per their descriptions. During approval, the GM will go through each skill and convert its effect into game mechanics. Please provide descriptions of each public skill's effects, as per the TYPE-MOON wikia, or a brief description for customized skills.

Private Skills are things like Swordsmanship, Medical skills, Magic 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. Private Skills include skills involving weapons.

When 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, and the cost increases with each rank. (A+ costs 2, A++ costs 3, etc.)

A Hero 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
  • Champion: Riding and Independent Action
Finally, a Hero gains up to 2 Noble Phantasms for free. As Noble Phantasms are very free-form, speak to the GM about them if you have questions. A Noble Phantasm is based off a Hero's legend, and as a result their effects vary widely. Just remember, Noble Phantasm's start at B-rank, and you can lower ranks in one to buff the other, but to go above rank A, you must spend Refresh, and you also must spend Refresh for additional Noble Phantasms after the two you start with. You may choose not to create a free second Noble Phantasm in exchange for one Luck Point directly after character creation.

You start with 5 Refresh Points, and those that remain at the end of Character Creation are converted to Luck Points at a 1 for 1 ratio. 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 summarize, 1 Refresh Point is worth either 1 Noble Phantasm, or 1 Attribute Point and 1 Skill Point, or 4 Skill Points). A Hero cannot have more then 4 Private Skills, 6 Public Skills, or 5 Noble Phantasms (and 5 Noble Phantasms will be scrutinized).

Additionally, a Hero has 5 Aspects. Aspects are words or short phrases that describe some aspect of the Hero, including its alignment.
Creating a Summoner

Template Below

You can also play as a Summoner, AKA a Master.

A Summoner starts with a score of 1 in each of the five stats 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 Summoner 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.

Mana ranks are converted to Active Mana points non-linearly. 1=5, 2=10, 3=20, 4=35, 5=55, 6=80. There are some ways to augment Mana capacity, but this is the base conversion.

This is where things veer off of the rails of normal Fate. Magic works differently from the usual Nasuverse.

First, like every other Grail Competition, every Summoner has a special Skill called Command Spell. 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 Summoner. This skill cannot be removed through normal means, as it is granted by the Holy Grail.

Mechanically, this serves as a massive boost for whatever objective the Hero is being ordered to complete. This routes all stats into an appropriate roll in order to complete the order. For example, an unmodified Saber is ordered by a Command Seal to kill an unmodified Lancer. All of the Saber's stats are dropped to rank E for this one action (so enemies cannot take advantage of this).

Additionally, every Summoner is a Practitioner of some type of magic. There are several different magic types. In this world, magic is separated and compartmentalized into different, often contradictory, fields.

Most magically attuned people follow normal magic and become a Mage, a typical practitioner capable of using a variety of spells by enforcing their will to open pathways to Akasha. However, this magic is largely limited to existing spells, despite their variety, and have few stationary and large spells. Mana use refers to personal willpower, and when a Mage runs out, they can no longer cast active spells.

Others become Ritualists, skilled enchanters and capable of large and powerful spells, at the cost of time and resources. Their magic is also based off their will, but also focused through catalysts, that can be imbued with magic to allow effects without active power from Akasha. Each Ritualist begins with the same spells, but usually develop specialties based on either familial traditions or their own preferences.

Some become Sanguine Magi, using the power within most living beings to power their personal charms and large-scale rituals. Dangerous and often insane, these practitioners risk their own lives for power. Few Sanguine Magi are ever taught, but quickly develop their own spells without any guidance.

Finally, a very small group people that have discovered Tomes of Knowledge become Thaumaturges, practitioners largely incapable of using their own will on the world, but using research and a science to tap into natural holes in reality, direct paths to Akasha, or at least something resembling Akasha. However, as all practitioners should know, anything with a direct connection to Akasha is guaranteed to be dangerous. Thaumaturges can not be taught, and learn on their own, but have far more possibilities open to them.

You start with three free spells Tier 1 spells, and can pay additional Refresh at 1:1 to raise a spell to Tier 2, or 3:1 for Tier 3. You may also start with a magical item if justified by paying a Refresh Point. These serve as high-tier spells, but must either be linked to your Sorcery Trait and therefore cost a Luck Point to activate, or have some massive drawback. For maximum chance of acceptance, make it part of your Sorcery Trait. STARTING WITH A MAGICAL ITEM REDUCES THE NUMBER OF FREE SPELLS YOU START WITH BY TWO.

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 an extra spell). A Summoner may spend a Refresh Point to start with a Sorcery Trait, a special magical ability either passed down as a Magical Item or through their bloodline.

As for skills, a summoner has skills in several categories. Where as Hero skills allow them to do special things with their skills (public and private), humans have to deal with more mundane skills, like how well they can run or use their strength. There is a general skills list below, but you may PM the GM concerning special skills.

Your skills form a pyramid, with a single skill rated at Great (+4)—which is referred to as the peak skill—and more skills at each lower rating on the ladder going down to Average (+1):



  • One Great (+4) skill
  • Two Good (+3) skills
  • Three Fair (+2) skills
  • Four Average (+1) skills
A Summoner may only have one Sorcery Trait, and anything could technically classify as one.
A sorcery trait can have:
1 Skill (Up to +5, only active with fate point if+5)
1 Active Spell (Additional Refresh Cost, may be activated with Fate Point. Up to Tier 4)
1 Passive Buff (Can replace Skill with no additional cost. Serves as an upgraded stunt.)

Summoners can spend Refresh Points to gain stunts. Stunts provide a flat +2 to challenges of some type. These should tie in with your summoner.

Additionally, like a Hero, a Summoner has 5 Aspects. Unlike a Hero, a Summoner 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.
Name:
Summoner Type:
Gender:
Alignment:
Equipment (Must Be Approved):
Mana: /

Background:

Personality:

Parameters (10 attribute points total):
Strength: (+Amount Added)
Endurance: (+)
Agility: (+)
Mana: (+)
Luck: (+)

Stunt (1 Refresh per): Name - Stat - Lore

Sorcery Trait (1 Refresh):


Basic Spells (Start with 3 Tier 1 Spells, Spend Refresh to Upgrade or Add):


Skills (See General Summoner Skills in Example Spells Post):
Skill (4):
Skill (3):
Skill (3):
Skill (2):
Skill (2):
Skill (2):
Skill (1):
Skill (1):
Skill (1):
Skill (1):
(/5 Refresh used)
Class:
True Name:
Gender:
Alignment:
Equipment (Must Be Approved):
Mana: /

Background:

Personality:

Parameters:
Strength: (+Amount Added)
Endurance: (+)
Agility: (+)
Mana: (+)
Luck: (+)
12 attribute points total


Public Skills and Class Skills:

Private Skills:

Noble Phantasms:
Name - Title - Target:
Description
(/5 Refresh used)
 
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Player List
Teams
Each team consists of one Summoner and one Hero. Prearranged Teams are allowed, given approval.


If not teamed when queue fills, Players will be paired off.
@BoundaryPhantasm
 
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Spell Examples and Skill List
Spells and Magic
Everyone starts with one spell at least. You can make them based off of certain guidelines depending on your magical Type, or use pre-made examples (below). Additional spells and special spells and gained as you progress through the RP, usually by completing Objectives.

Magical Terms
Mana - One of the forms of magical energy, mana is used to create most forms of magic. Mana is naturally gathered within living things, but only magically attuned people can utilize it.

Catalyst - Some kind of object or material used for certain linked rituals. Catalysts lower the strain on Ritualists' willpower, and if imbued with an enchantment, can be used without an active connection to Akasha. Purer catalysts are better to use.

Tomes - Books of knowledge that are bound to the first person to read its pages near a node. Containing ancient magic that reveals knowledge from Akasha itself, Tomes provide fragments of research for the reader to learn to shape magic.

Node - A natural rip in the fabric of reality, these spots are barely noticeable even by most practitioners, and completely invisible to mundanes. Most people feel uneasy near one.

「 」 - ???
Mage
Example Spells:
Sparks (2 Mana per use,1 use per turn)
Mana into lightning. Pierces most mundane armors.
Flame (1 Mana per use, 2 uses per turn)
Channeling forth energy from Akasha to heat air in a path, Flame deals fire damage even after the stream of fire disappears.
Regeneration (4 Mana per use, 1 use per turn)
Costly to use, Regeneration refines raw energy into a more friendly form that mends flesh, but it can't do much for internal injuries.
Accelerate (2 Mana per use, 1 use per turn)
Acceleration grants +1 rank to Agility for 1 turn, capped at 6
Harden (2 Mana per use, 2 uses per turn)
Harden grants a rank to Endurance and protection equal to thin hardened leather on the user's skin.
Frost (2 Mana per use, 2 uses per turn)
A fast, dangerous spell, Frost materializes ice shades from nearby moisture that are launched via mana burst. 1 Mana used per shard, 1 to launch, and 2 can be made per turn. Experience allows more shards to be active at once, but general limit is 6.
Ritualist
Example Spells:
Enchant Charm (X Mana per use, 1 use per catalyst)
The simplest of simple spells for a Ritualist, enchanting a catalyst into a charm uses mana depending on the quality and difficulty of the effect. Similarly, the effect will be linked to the catalyst enchanted. Overuse enchanted items can cause Mana poisoning, and triggering the item requires a brief flare or mana. Size usually = # of uses.
Known Basic Catalysts:
Iron: Shunts a portion of damage dealt to the user away into the iron itself. Size cannot exceed 16 cubic centimeters, and extended use can cause Mana poisoning very easily.
Feathers: Lower the effective weight of the user temporarily. The item degrades with use.
Granite: Raises effective mass of limbs, making you punch/kick harder without requiring more strength.
Copper: Shunts away minor negative ailments, including poisons, diseases, etc. Strong ailments require purer copper, but it only works to a point (C rank). Anything else burns out the charm near instantly, regardless of size.
Imbue Weapon (X Mana per use, 1 use per catalyst)
A different approach to enchanting, imbuing tools can give them effects depending on the catalyst. Stronger enchantments require more mana and purer catalysts. A decent amount of catalyst is needed to imbue the tool, but there is a limit to the amount that can be added. Mana is needed to 'charge' the tool for use, but the item can continue to be used with remaining charge.
Known Basic Catalysts:
Sulfur: Lined across the edge of a blade and imbued with a Ritualist's magic, sulfur Enchanted items will burn anything they cut, preventing bleeding but causing immense pain by cauterizing the wound.
Steel: Placed correctly at weak points in an item's structure, mana infused steel strengthens and bonds the area, making the tool far more durable.
Silver Dust: Sprinkled over the edge of a blade and bonded with magic, silver makes the blade slightly more damaging to everything, but extremely damaging to Werewolves and undead beings.
Copper: Covering a blade with copper and imbuing it results in a electrical weapon that uses Mana to shock enemies that it strikes. Easy to add but expensive to use.
Sanguine Magi
Example Spells:
Bloodstained Blade (2 Mana to cast, 1 Mana per turn to maintain)
The Sanguine Magus creates a Blade from their own life force, harder than most conventional materials. In its base form, the blade is simply a slightly stronger weapon than most, but it has untapped potential yet to be seen...
Life Tap (3 Mana to cast)
A spell that taps into the energy of the foe, and rips life force out to cast one of your spells without harming yourself. However, with sufficient Will, the opponent may try to break the spell, causing magical backlash to damage you.
Sigil of Containment (2 Mana to cast, 2 Mana per turn to maintain effect)
Forged from life essence and mana, the simple Containment Sigil locks an opponent within a cage of energy as long as the user can support it. However, a sufficiently Strong enemy can resist, requiring more Mana from the caster, and Strong enough enemies can completely shatter the spell, causing magical backlash on the caster.
Thaumaturge
Example Spells:
Spell of Divination (3 Mana per use)
Using mana from around them, the Thaumaturge casts a spell to see their surroundings. Best used for defense and situation analysis.
Mana Focus: Force (1 Mana to cast, 1 Mana per turn to maintain)
Using raw mana and a special mana focus to shape it, the Thaumaturge pushes blunt force in an nearly invisible beam, pushing foes back.
Mana Focus: Barrier (2 Mana to cast, 1 Mana per turn to maintain, 1 Mana per minor repair)
A spherical barrier about 2 meters in radius is formed around the caster, protecting them from most physical and magical attacks. However, sufficiently powerful attacks that can defeat the caster's Will cause the barrier to break and Magical backlash to occur on the caster. Additionally, repairing the barrier takes an additional toll on the normal cost of maintaining a barrier.
GENERAL SUMMONER SKILL LIST
(PM to ask about custom skills.)
Athletics
Burglary
Contacts
Crafts
Deceive
Drive
Empathy
Fight
Investigate
Lore
Notice
Physique
Provoke
Rapport
Resources
Shoot
Stealth
Will
 
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The battle will be contained within a city on the Greater American
It looks like you're missing a word here.
I see them crawling, crawling in my skin.
I feel them clawing, clawing through my Soul.

I hear them creeping, creeping in the Vò͜͠i̵̸d̶̵.
They'll bite and chew, they'll eat and consume, the falseness that is this world.
Are these song lyrics? Because I keep singing it in my head instead of reading it normally.
 
Mechanics and Active Player List
Freeform Mechanics

With freeform, the GM assigns you rolls from the below system every time something requires rolling, using the GM's own system. The rolls will not be exactly per the system, but very close, except with far more fluidity and possibilities. You may check the physical mechanics post for more information, but the Magic post has not been posted as the result of the vote.
There are two kinds of rolls in this new system, Challenges and Luck rolls.

Challenge Rolls are 1d100 against another player, a NPC, or a TN to complete an action. Success results in a different effect depending on the difference in rolls and the difference in effective Ranks. Certain skills may modify the roll a bit, but their Rank really matters when determining effect.

Your Luck Rank divided by 3, rounded, is how many rerolls you may perform.


Luck rolls are similar to the old rolls, except they involve 4d3. 1's are -1, 2's are +0, and 3's are +1. These have no opponent, and determine whether a Luck-based event happens or not.

The GM rolls for some Random events.
You can spend Luck Points to modify your rolls, among other things. Luck points are one of the defining features of the world, allowing warping of reality to push events toward favoring the user. They are gained by playing up aspects (by being compelled by the GM or in other ways) and can be spent to either ignore a compel at a critical moment, invoke a aspect for a +2 bonus to a roll, or reroll a dice roll. A character's starting luck is based on their refresh points left after character creation.

Events that must be Rolled for (Not all events that should be rolled for are on this list):
Casting a Spell
Combat
Quicktime (vs NPC) Events
Obtaining Materials
Obtaining Information on Opponents after a Battle
Random Encounters


Each event may require more than one set of rolls, but the GM will detail what to roll for each event.

You gain 1 piece of information after each battle with an enemy, and depending on your Notice/Investigate roll, you will get better or worse info.

Advice: Luck is used against conceptual attacks, certain NP's, and re-rolls. Just because it doesn't seem useful does not mean you should neglect it.

If you feel a roll used the wrong stats, ask the GM in your team's PM conversation.
If you wish to do something, tell the GM in your team's PM conversation.
If you wish to spend a Luck Point, tell the GM in your team's PM conversation.
Etc.

-------------------------------
Active Player List:
@notmi, @Divider - Paired, Active
@Camellia, @Nanimani - Paired, Active
@Logos, @Bondo - Paired, Active
@The Out Of World, @Illusion - Paired, Active
@Wizard_Marshall - Unpaired, Active
@Breogan - Unpaired, Active
 
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Working on one.

Edit: One sheet's rough draft is done.
 
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*hums*

@LegacySC

The Lancer sheet I forwarded was using the '12 Skill Points' you put under the new rules of Character Creation in the last thread. Do I need to rework it? Because under the 'Character Creation' here, you still have the '15 points'. Is it a mistake or did you change your mind?
 
It looks like we're going to be rather short on Summoners. Hopefully some players come out of the woodwork, because having more than a couple of NPC characters will slow everything down.
 
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