Alright, so a reboot appears to be the general consensus. Everyone who has already sent me a sheet, I'll be checking and/or modifying them to fit in with the system. If you have not sent me a sheet, or do not wish to stay in this RP, please tell me so.



On the other hand, a sort-of introduction:

"So you've confirmed the location of a Grail?"

"Yes. It's a hostile world with type 4 humans, animals, and environment. Luckily, it's not so hostile that our men will need full suits to go in. We've been able to piggyback off of a 'leyline' to open and close portals as needed, so it should be easy to transport supplies and men in and out."

"Good. Any complications with the process?"

"Well, there's one. We've recieved reports of eight things being summoned by the Grail instead of seven. We know nothing of its capabilities, so it might end up ruining everything."

"... Treat it as a Class Seven threat until further notice. I'll begin notifying the standard extraction teams to move in."
You dare intrude into my domain?
"Affirmative. Hey, you feel that?"
... Interesting..."
"Feel what?"
Don't worry.
"Never mind. Must've been my imagination"

"You should know we have procedures for this kind of stuff..."
It'll all make sense soon.
"I told you, I'm fine. Anything else you need?"

"Ready a Specialist and a HAT. We may need them if the initial assault goes south."
Just wait a little.
"Alright."
 
Alright, so a reboot appears to be the general consensus. Everyone who has already sent me a sheet, I'll be checking and/or modifying them to fit in with the system. If you have not sent me a sheet, or do not wish to stay in this RP, please tell me so.



On the other hand, a sort-of introduction:

"So you've confirmed the location of a Grail?"

"Yes. It's a hostile world with type 4 humans, animals, and environment. Luckily, it's not so hostile that our men will need full suits to go in. We've been able to piggyback off of a 'leyline' to open and close portals as needed, so it should be easy to transport supplies and men in and out."

"Good. Any complications with the process?"

"Well, there's one. We've recieved reports of eight things being summoned by the Grail instead of seven. We know nothing of its capabilities, so it might end up ruining everything."

"... Treat it as a Class Seven threat until further notice. I'll begin notifying the standard extraction teams to move in."
You dare intrude into my domain?
"Affirmative. Hey, you feel that?"
... Interesting..."
"Feel what?"
Don't worry.
"Never mind. Must've been my imagination"

"You should know we have procedures for this kind of stuff..."
It'll all make sense soon.
"I told you, I'm fine. Anything else you need?"

"Ready a Specialist and a HAT. We may need them if the initial assault goes south."
Just wait a little.
"Alright."

Should you make a new thread for it, since we are currently short a few players? A new thread could attract a couple new players to fill in our blanks.
 
Repost of Edited Character Creation Rules
(Spells are currently being converted to mechanical terms, and Summoners may be provided with additional spells/resources according to background/skills.)

Saber
Lancer
Archer
Rider
Caster
Assassin
Berserker
Champion
AVAILABLE SLOTS: (If there are open slots when all of a type are filled, NPC's will be generated.)
Summoner: 8
Hero: 7
Creating a Hero

Making a Hero involves picking a class, picking your skills, and creating your Noble Phantasms.

Below is the list of available classes in this Grail War.

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
Champion A C A D B
The above table represents the base attributes of a Servant in a class. You may can take out a point from a stat, lowering its letter grade by 1, and increase a different stat by 1, but only four times at most. To actually increase your stats above the baseline, you must purchase ranks with Refresh Points. A Hero cannot have a lower attribute level then E.

You will note the default classes and one other 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
It is possible to gain a higher then A-rank level in a stat. These bonuses beyond A-rank are donated by +'s. Normally under Nasu rules, these are Rank-ups, but we will not be utilising Rank-up rules in this system under normal circumstances, as it's difficult to account for and balance.

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 EX. You are not permitted to have a higher level then this in a attribute.

Mana translates into active mana pool, which does not represent Independent Action, which relies on Passive Mana, decided by 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.

Likewise, a Hero 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 Summoners, and confer special benefits as per their descriptions.

Hero skills are abilities of a sort that grant Heroes benefits.

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. Private Skills include skills involving weapons.

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 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 wildly. 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.

You start with 5 Refresh Point, 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 summarise, 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.

Special Ruling
Berserkers, 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.
Creating a Summoner
You can also play as a Summoner, AKA a Master.

A Summoner 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 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.

At the base, Mana ranks are converted to 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 basis.

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

First, like every other Grail Competiton, every Summoner has a special Skill called Command Spell. This is a skill with no Rank under Private Skills that donates they are a Summoner. 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.

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. Mana is also based of will, but also focused through catalysts, that can be imbued with magic to allow effects without active power from Akasha.

Som become Sanguine Magi, using the power within most living animals to power their personal charms and large-scale rituals. Dangerous and often insane, these practitioners risk their own lives for power.

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.

You start with one spell free, and pay Refresh at a 1:1 for each additional starting spell. Also, you may start with a magical item if justified by paying a Refresh Point.

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.

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 PM for special skills. These skills points are used the same way as Hero skill points, but for characteristics of the summoner.
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 qualify as a Sorcery Trait. This rule is the only way a Summoner 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 Luck 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. Basically, this is your 'uber' skill.

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.

EDIT: People have noticed that Champion is unavailable. This is an intended feature is not an oversight on my part. You guys can request to be paired with Champion if you want, but if no one decides to, I'll assign the queued players together and randomly stick one with Champion.
 
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Not sure what you mean. The Class Skills and Container for Champion are still there under Hero Creation.
Available classes:
Saber
Lancer
Archer
Rider
Caster
Assassin
Berserker
Champion
AVAILABLE SLOTS: (If there are open slots when all of a type are filled, NPC's will be generated.)
Summoner: 8
Hero: 7
Only seven heroes available, out of the eight total.
 
Ah. Maybe Legacy came up with some good ideas that require Champion and his Summoner to be GMPCs.
 
I think it's just because Legacy already made a champion sheet, and last time it was the only Servant that no one submitted a sheet for at all.
 
I also had an idea for a champion sheet...but there are still other classes that are open, I guess.
 
@LegacySC if you don't want to start a new OOC thread I suggest you edit the thread title to show we've got openings now.
I don't mind doing either. Not sure how to edit the title though, so I'll start up a new OOC thread after the priority (former) players either join or quit. I'm giving a few days before the priority expires, and I begin anew with the spare slots.
 
I don't mind doing either. Not sure how to edit the title though, so I'll start up a new OOC thread after the priority (former) players either join or quit. I'm giving a few days before the priority expires, and I begin anew with the spare slots.
For future reference, it's under 'Thread Tools', right by the Watch/Unwatch Thread option near the top of the page.
 
I don't mind doing either. Not sure how to edit the title though, so I'll start up a new OOC thread after the priority (former) players either join or quit. I'm giving a few days before the priority expires, and I begin anew with the spare slots.
Why not Champion applications?
 
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Player List
Class List:
Saber - Pending
Berserker - OPEN
Rider - OPEN
Lancer - Pending
Caster - CLOSED
Champion - Unavailable
Assassin - Pending
Archer - OPEN
-------------------------------
Active Player List:
If you are interested in continuing but are marked Unknown, please send a PM to me as soon as you can.
@notmi, @Divider - Paired, Active
@D.D. Spectator - Unpaired, Active
@Camellia, @Nanimani - Paired, Active
@zero_traveler - Dropped
@Bondo - Unpaired, Active
@BoundaryPhantasm - Unpaired, Active
@The Out Of World, @Illusion - Paired, Active
@A Melted Cheese Sandwich - Unpaired, Active
InfiniteDaze - Dropped
Azrael - Dropped
-------------------------------
VOTE - MECHANICS:
[] Freeform (Requires QM Supervision, less Number-Crunching)
[] Formatted (Combat can be automated, but requires a fair bit of Math)
 
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