From a GM perspective giving less skill points means encouraging the use of refresh points on the sheet. So the ones of us that used all of our refresh points are being negatively effected.
 
I had a Saber with a NP so broken, it can practically guarantee death against all servants.
Generally speaking, GMs hit things like that with a massive Nerf bat. So I'm not really sure why it's relevant.
From a GM perspective giving less skill points means encouraging the use of refresh points on the sheet. So the ones of us that used all of our refresh points are being negatively effected.
This.

Also, I can still move things around in my sheet to accommodate the less points without losing much, I just don't really see the point. It didn't seem like there was a huge amount of skill bloat to me, especially considering some of the horror stories I've heard about older RPs, and some of the sheets I've seen elsewhere.
 
Can I get some spell examples? Now that we have three free spells, I need to edit my new Summoner sheet.
 
After reading through the summoner creation, it seems that there is a typo.
Also, you may 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 NAGIFAL ITEM REDUCES THE NUMBER OF FREE SPELLS YOU STSRT WITH BY TWO.
 
Since it has come up now, I'll explain spells a bit more.

The spells in the first few posts are mostly EXAMPLES of TIER ONE spells, but are also the defaults for now if you want to use them. For the people that want a bit more customization, Tier One includes:

Mages: Single-Target elemental damage spells, Single-Target buffs, etc.
Ritualists: The two Enchantment type spells.
Sanguine Magi: Single-Target Status Spells (Sigils), Simple Manifestations, Minor Manifestation Upgrades.
Thaumaturges: Case by Case.
 
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Since it has come up now, I'll explain spells a bit more.

The spells in the first few posts are mostly EXAMPLES of TIER ONE spells, but are also the defaults for now if you want to use them. For the people that want a bit more customization, Tier One includes:

Mages: Single-Target elemental damage spells, Single-Target buffs, etc.
Ritualists: The two Enchantment type spells.
Sanguine Magi: Single-Target Status Spells (Sigils), Simple Manifestations, Minor Manifestation Upgrades.
Thaumaturges: Case by Case.

Could you give some examples of Tier 2 and Tier 3 spells?
 
@LegacySC
The extra luck point for Assassin is given after character creation, right?

Also, do you want me to send you a revised sheet? It shouldn't take me more than five minutes to fix things for the new rules. Though I really like the Caster bonus of 150% mana.
 
Tier 2 and Tier 3 Spell Examples + Progression
Could you give some examples of Tier 2 and Tier 3 spells?
Tier 2:
Mages: AoE elemental spells, Summon Familiar, AoE buffs, Single-Target debuffs, etc.
Ritualists: Mundane Sympathetic Rituals, Single-Target Curses, Wards, Biological Enchantments, etc.
Sanguine Magi: Armor Manifestation, Rapid Self Enhancement (Peak Human), Altar Creation, AoE Status Effects (Sigils), Intermediate Manifestation Upgrades.
Thaumaturges: Case by Case. Some things are not what they seem...
Tier 3:
Mages: Upgraded Elemental Spells, Minor Alchemy (Regeneration Brews, etc.), AoE rebuffs, etc.
Ritualists: Magical Sympathetic Rituals (Vodoo, Magical Protection), Divination, Enhanced Enchantments, Minor Alchemy (Magical Materials).
Sanguine Magi: Altar of Power, Major Stationary Rituals, Temporarily Unkillable Form, Vampiric.
Thaumaturges: Case by Case. I hear them calling from beyond the Veil...

The progression for each branch varies wildly, which is what is actually most important about picking your branch.

Mages progress linearly through a set of spells, but are limited by the spells they have access to (Mana pool) and their teacher/sources (available spells). They won't have much issue getting new spells or learning them, but they won't alwsys get what they want.

On the other hand, ritualists are limited by the materials they have access to and the time it takes to research new combinations, catalysts, etc. A mentor is useful, but almost all of them start with the easiest of Enchantments, making charms or enchanting objects with catalysts, and figure their way out from there. They develop according to their needs.

Sanguine Magi are even more varied. They start by manifesting something at the cost of their own blood, and developed around a linear path of manifestations and sigils to portable rituals to enhance themselves, all the way to massive static altars that provide them with endless power, at the cost of others' blood or terrible backlash if it is destroyed. Deals with demons may or may not be a thing.

Thaumaturges are the most flexible of all, having the potential to do the same things as all the others, but require an external source of power to do anything, alongside stumbling a fair bit to start, as they have no teacher/mentor. They have to find a Node to tap through to gain more knowledge, and develop according to what they need and what kind of Node they're near. It all comes with great variety, and great risk.
@LegacySC
The extra luck point for Assassin is given after character creation, right?

Also, do you want me to send you a revised sheet? It shouldn't take me more than five minutes to fix things for the new rules. Though I really like the Caster bonus of 150% mana.
Yes, and yes. Feel free to ask me anything else you guys want to confirm about character creation.
 
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Meanwhile, time to revise Saber (again) and Lancer to make sure they are rules-compliant. And that I didn't mess up on numbers because sleep-deprivation.

Yay.
 
Introduction - Message to the Broken Grail
Message to the Broken Grail

Dear Fellow Chairmen,

It is with great regret that I must inform you that the Holy Grail Experiment has failed. I must press the matter to the Head Council now in order for us to progress any further in our attempt to quantify the artifact.

Eight will enter, and two will return victorious.

As such, I must ask all of you to find a member of the Mage Killers who will be able to operate as a Summoner in the upcoming Competition. Seeing as we will be unable to operate our own experimental Grail, this is our only option to gain any information before our grants are over. Enclosed is a list of potentials I have personally screened.
But we all know they won't be coming back.

As for the status of the intruders we had detected attempting to sabotage the Competition, we have unfortunately been unable to discern who sent them. It appears most prefer death over capture, and those that were kept alive have either committed suicide or escaped with assistance. Additionally, the equipment that we have acquired from the bodies do not appear to be magical, being only of much higher quality than any common weapons you can find in most areas.
They're coming, and there's not a thing we can do to stop them.

I must leave you all now. The Council is awaiting my presence, and we better not irritate them any more than we already have with our failures.
All we can do now is stay low and hope we survive the fall out.
Sincerely,
Chairman 01, Department of the Broken Grail
 
Message to the Broken Grail

Dear Fellow Chairmen,

It is with great regret that I must inform you that the Holy Grail Experiment has failed. I must press the matter to the Head Council now in order for us to progress any further in our attempt to quantify the artifact.

Eight will enter, and two will return victorious.

As such, I must ask all of you to find a member of the Mage Killers who will be able to operate as a Summoner in the upcoming Competition. Seeing as we will be unable to operate our own experimental Grail, this is our only option to gain any information before our grants are over. Enclosed is a list of potentials I have personally screened.
But we all know they won't be coming back.

As for the status of the intruders we had detected attempting to sabotage the Competition, we have unfortunately been unable to discern who sent them. It appears most prefer death over capture, and those that were kept alive have either committed suicide or escaped with assistance. Additionally, the equipment that we have acquired from the bodies do not appear to be magical, being only of much higher quality than any common weapons you can find in most areas.
They're coming, and there's not a thing we can do to stop them.

I must leave you all now. The Council is awaiting my presence, and we better not irritate them any more than we already have with our failures.
All we can do now is stay low and hope we survive the fall out.
Sincerely,
Chairman 01, Department of the Broken Grail
Did anyone else read that in the voice of the Director from RvB: Reconstruction?
 
I'm really looking forward to running into the super ninja when this RP is back up and running. I actually have a character that may be able to get them to talk this time, rather than one who has to immediately go murder hobo on them.
 
I'm really looking forward to running into the super ninja when this RP is back up and running. I actually have a character that may be able to get them to talk this time, rather than one who has to immediately go murder hobo on them.

...Super Ninja?


...Been on a gaming kick recently. Don't blame me.

But what's this about a Super Ninja?

My first choice if no one takes the class with other sheet has turned out to be Lancer, by the way. While that Saber sheet has been on the backburner for quite a while... Don't know why, but Lancer just clicked, if that makes sense.
 
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