CoSR - Side Story: War of the Grail (F/Z)

Finishing the Mk. I armor.
One month into Turn
*CLANG*
You grown as your thrown against the wall by casters hit. You had been testing the Mk. I armor, and had asked that caster try and hit you, granted you wanted her to pull her punches so that you didn't die.

Which you didn't, so at least the armor was a sucsess on that front.

You would be able to withstand a hit from assassin with this. While you wouldn't be able another go toe to toe with someone like saber, you had a better chance to actually survive on the battlefield with this armor. Honestly, this was amazing, you could go on an Enforcer mission and probably wouldn't have to much trouble with it. As Caster ran to your side you started to think of which way you were going to develop the Mk. II armor.

Which way will you take the Mk. II
[ ] Magic Resistance
[ ] Increase Strength and Endurance

Gained Mk. I Armor




One month and Three Weeks into Turn
You watched as Caster dropped onto the couch next to you, before snuggling up into you. She was, rather affectionate. Hell, within the first day with her she declared herself to be your wife.

"Mmm, I've started on thous defensives you wanted. It's going to take time though."

You nodded, you had also managed to get some more golems created to defend the flat. You weren't sure if you would have the space to fit any more in, expecally after the Caster finishes on her defenses. Well, you would deal with that latter.



Two Month and two weeks into Turn
You had to admite, having a Caster help you helping you improve and create the Mk. II armor was increadbly useful. Even though she was obviously not use to working with metal like this, she knew magecraft. Thats not even adding in the fact that she could use wizards magic to help improve it beyond what you had thought. You didn't understand the specifics of how wizards magic worked, but you did know that there symbol based magic like runes and ofuda didn't require a magical core to use.

It confused you, but it meant that as long as you know what goes where and how to replicate it you can recreate them. It's going to be useful after the war, when you don't have Caster. Unless she survives.

You really didn't know how things were going to go with eight masters. You should probably try and track some of them down, it would likely be useful.


End of Turn


Well your attempt to try and find useful information for the future hadn't gone as well as planed. You hadn't found much on your side and Caster found little of use during the time she spied on people.

Whatever. You were sure things would go your way in the future.


Currently have 3 total points

None -> Minor -> Slight -> Small -> Average -> Large -> Greater -> Major -> Total

Suspicion is a measure of how suspicious you are acting, and how much attention you are drawing to yourself.

Every master has a Suspicion rating, going from 0 (no one gives a shit) to 25 (The arch director is watching)

For every 5 Suspicion points across all the masters, Alert goes up.

Suspicion goes down for each turn slightly.

Alert is a measure of how much Everyone is realizing that shit is starting to go down.

If alert gets too high, Panic ensues, and people know that there are command seals about. Command seals that could very well be used to summon servants of their own.

Additional Bases-
Fuyuki City

'Visiting Family' - Hypnotize locals to allow you to stay - Uses minor amounts of magic each day - No Defense - No Visibility - 0 IP
Motel Room - Rent a single room in a motel - No Defense - Slight Visibility, Visibility increases if Bounded Fields are used - 0 IP/ Minor Funds used
House Flat - Buy a small house - Minor Defense - Workshop - Slight Visibility - 1 IP
Hotel Suite - Rent an expensive Hotel Suite - Minor Defenses - Slight Visibility - 1 IP
Hotel Floor - Rent an entire floor of a Hotel - Small Defense - Average Visibility - 2 IP

Small Manse - Buy a local Manse - Average Defense - Workshop - Average Visibility - 3 IP
Mansion - Buy a Mansion - Average Defense - Workshop - Large Visibility - 4 IP
Temple Room - Hypnotize the members of the Temple to allow you to stay - Greater Defense - TOTAL VISIBILITY - 6 IP

Protections -
Hostile Intent Field - 0 IP
Minor Defense Field - Takes 1 Turn to create - 0 IP
Slight Defense Field - Takes 2 Turns to create - 1 IP
Small Defense Field - Takes 3 Turns to create - 2 IP
Average Defense Field - Takes 2 Turns to be created - 4 IP
Large Defense Field - Takes 3 Turns to be created - 6 IP

Crafting -
Create Basic Golem Guards - Create a number of golems to defend your base - 0 IP
Create Copper Golem - Create a number of Copper Golems. Lower attack than Basic, but higher speed - 0 IP
Create Iron Golem - Create a number of Iron Golems. Lower speed than Basic, but Higher Defense - 0 IP
Create Bladearm Golem - Create a small handful of Bladearm Golems. Higher Attack, Higher Speed, Greatly reduced Defense - 1 IP
Create Sheilder Golem - Create a small handful of Shielder Golems. Greatly increased Defense, Greater reduced Speed - 1 IP
Frame Armor Mk II - Finish the development of the armor that goes on your frame - The amount of development will roll into Mk III armor if Mk II is finished. ??? IP. Rolls for amount of IP spending. May spend additional IP
Create an Amplifier Mystic Code - 1 IP - Create a basic mystic code that is capable of acting like a Prana Battery
Create a Mystic Code - Various IP - Give us something that you want to create, and we'll give a general idea of the cost and time needed to create it.

You have three command seals. Other people must have them too... right?
Search for the other Masters - 1 IP - Automatically raises Alert - Spend 1 IP to prevent the increase in Alert.

Monitor a Master that you know of -
The Tohsaka - 1 IP
The Einzbern - 1 IP
The Makiri - Died Out?
Waver ??? - 1IP
Lord El-Melloi - 1IP
- Hunt down Lord El-Melloi's new estate - 2IP

Gain Influence -
Do Research - 1 IP - Roll a d4. Even gain 2 IP, Odd gain 0 IP. Increases Progress on Mk I Armor and [CURRENTLY LOCKED] on Success. What do you do for your Research?
Socialize - 1 IP - Roll a d10. 1-2, 9-10 Gain 1 IP; 3-4, 7-8 Gain 2 IP, 5-6 Gain 4 IP. Small chance of events
Balance Checkbook - 0 IP - +1 IP. May only be done once per turn.
Enforcer Mission - 3 IP - Roll a d20 for type of mission. Different Missions have different rewards. Chance of encountering unusual magics, Apostle Ancestors, Research rewards and other things. High Risk, high Reward.
Eavesdropping - 0 IP - Roll a d4. Even you are found (-1 IP) Odd you are not found. Roll a d5. Gain half that many IP rounded up. May only be done once per turn.

Servant -

----Additional Bases-
----Fuyuki City

----'Visiting Family' - Hypnotize locals to allow you to stay - Uses minor amounts of magic each day - No Defense - No Visibility - 0 IP
----Motel Room - Rent a single room in a motel - No Defense - Slight Visibility, Visibility increases if Bounded Fields are used - 0 IP/ Minor Funds used
----House Flat - Buy a small house - Minor Defense - Workshop - Slight Visibility - 1 IP
----Hotel Suite - Rent an expensive Hotel Suite - Minor Defenses - Slight Visibility - 1 IP
----Hotel Floor - Rent an entire floor of a Hotel - Small Defense - Average Visibility - 2 IP

----Small Manse - Buy a local Manse - Average Defense - Workshop - Average Visibility - 3 IP
----Mansion - Buy a Mansion - Average Defense - Workshop - Large Visibility - 4 IP
----Temple Room - Hypnotize the members of the Temple to allow you to stay - Greater Defense - TOTAL VISIBILITY - 6 IP

----Protections -
----Hostile Intent Field - 0 IP
----Minor Defense Field - Takes 1 Turn to create - 0 IP - Territory Creation negates cost
----Slight Defense Field - Takes 2 Turns to create - 1 IP - Territory Creation negates cost
----Small Defense Field - Takes 3 Turns to create - 2 IP - Territory Creation negates cost
----Average Defense Field - Takes 2 Turns to be created - 4 IP - Territory Creation negates cost
----Large Defense Field - Takes 3 Turns to be created - 6 IP - Territory Creation negates cost - 1 Turn into creation

----Crafting -
----Create Basic Golem Guards - Create a number of golems to defend your base - 0 IP
----Create Copper Golem - Create a number of Copper Golems. Lower attack than Basic, but higher speed - 0 IP
----Create Iron Golem - Create a number of Iron Golems. Lower speed than Basic, but Higher Defense - 0 IP
----Create Bladearm Golem - Create a small handful of Bladearm Golems. Higher Attack, Higher Speed, Greatly reduced Defense - 1 IP
----Create Sheilder Golem - Create a small handful of Shielder Golems. Greatly increased Defense, Greater reduced Speed - 1 IP
----Frame Armor Mk I - Finish the development of the armor that goes on your frame - The amount of development will roll into Mk 2 armor if Mk 1 is finished. ??? IP. Rolls for amount of IP spending. May spend additional IP
----Create an Amplifier Mystic Code - Create a basic mystic code that is capable of acting like a Prana Battery - 1 IP
----Create a Mystic Code - Give us something that you want to create, and we'll give a general idea of the cost and time needed to create it. - Various IP

----You have three command seals. Other people must have them too... right?
----Search for the other Masters - 1 IP - Automatically raises Alert - Spend 1 IP to prevent the increase in Alert.

----Monitor a Master that you know of -
----The Tohsaka - 0 IP
----The Einzbern - 0 IP
----The Makiri - Died Out?
----Waver ??? - 0IP
----Lord El-Melloi - 0IP
------- Hunt down Lord El-Melloi's new estate - 2IP

----Gain Influence -
----Do Research - 1 IP - Roll a d4. Even gain 2 IP, Odd gain 0 IP. Increases Progress on Mk I Armor and [CURRENTLY LOCKED] on Success. What do you do for your Research?
----Spy Astralized - 0 IP - Roll a d10. 1-2, 9-10 Gain 1 IP; 3-4, 7-8 Gain 2 IP, 5-6 Gain 4 IP. Small chance of events
----Balance Checkbook - 0 IP - +1 IP. May only be done once per turn.
----Enforcer Mission - 3 IP - Roll a d20 for type of mission. Different Missions have different rewards. Chance of encountering Catalysts, unusual magics, Apostle Ancestors, Research rewards and other things. High Risk, high Reward.

Where do you stay? Each one has the chance to give you unique or rare options.
[ ] Clock Tower
[ ] Flat in Japan

Mk. I armor and stat change while inside is now on character sheet.
 
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[X] Plan Last Details

Which way will you take the Mk. II
-[X] Increase Strength and Endurance

Crafting - [1 to 5 IP]
Frame Armor Mk II - Finish the development of the armor that goes on your frame - The amount of development will roll into Mk 2 armor if Mk 1 is finished. ??? IP. Rolls for amount of IP spending. May spend additional IP

Gain Influence - [-2 IP, +1 IP, +0 or 2 IP, +1 to 4 IP]
Do Research - 1 IP - Roll a d4. Even gain 2 IP, Odd gain 0 IP. Increases Progress on Mk II Armor and [CURRENTLY LOCKED] on Success. What do you do for your Research?
Socialize - 1 IP - Roll a d10. 1-2, 9-10 Gain 1 IP; 3-4, 7-8 Gain 2 IP, 5-6 Gain 4 IP. Small chance of events
Balance Checkbook - 0 IP - +1 IP. May only be done once per turn.

Servant -

Gain Influence - [-1 IP, +0 or 2 IP, +1 to 4 IP]

Do Research - 1 IP - Roll a d4. Even gain 2 IP, Odd gain 0 IP. Increases Progress on Mk II Armor and [CURRENTLY LOCKED] on Success. What do you do for your Research?
Spy Astralized - 0 IP - Roll a d10. 1-2, 9-10 Gain 1 IP; 3-4, 7-8 Gain 2 IP, 5-6 Gain 4 IP. Small chance of events

Where do you stay? Each one has the chance to give you unique or rare options.
[X] Flat in Japan

[Started with 3 IP]
[1 to 5 IP Spent]
[3 to 13 IP Gained]
[1 to 15 IP Remaining]

Ok guy's at this point there are really only 3 things we have to do. Get another flat with a workshop since we have a Caster, try and get to at least the Mark 3 of our armor so we can add magic resistance for that set, and try and come up with some ideas for mystic codes.

The reason I went with Strength and endurance on the MK II of the armor is because at the level we should be bullet proof and therefor hard for the Magus Killer to one shot. We will also be immune to getting swarmed with bugs by Matou Kariya and at least moderately protected from get our shit punched in by Kotomine Kirei.

Since we don't have much IP this turn I figured we should just work on the armor and try and get a bunch for next turn while we try and brain storm some mystic codes.

@WastingPixies how would we go about learning to make homunculus.
 
@WastingPixies how would we go about learning to make homunculus.

...
:facepalm: I forgot to figure out how much your skills in Golemancy would improve with how much you have been creating golems. Your skills have probably improved and might be able to create some baseline homunculi, nothing to the level of the Einzberns, but probably something.

Once Lunaryon is home I'm going to bounce off of her to help figure out how much you guys have likely improved, she helped me build and balance this system and tends to be my soundboard for these kind of things.
 
[X] Plan Last Details

If we need some ideas for mystic codes what about brass knuckles with some sort of kinetic enhancement charm to multiply the amount of force our blows have. We have a high rank in brawling so we should try and use it not to mention we need a backup weapon in case we lose our chain.
 
Alright, so since you've done golem creation for nearly every turn. Roll a d100, if it's above your Golemancy (which is 9 so you will likely get this roll) your skill will improve. This will be how I deal with skill improvements as this goes on.
 
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