Rhomeo
12-05-2015, 08:29 PM
Rated M for violence, possible sexual scenes and anything else that could happen.
Link to IC. (http://role-player.net/forum/showthread.php?t=77988)
Always accepting new players!
Omakes now open!
Due to suggestion, I should state that this is not an RP and does not function the same - there is only one character and all players do is vote.
To put it simply, it's a collaborative effort from the Quest Master (Me) and the readers (You). I give you a list of decisions, you make the decisions and vote on them. Then, after all's said and done, I take the most voted choice and enact it. Sometimes there'll be multiple things that we can do, other times not. Sometimes because of our character's history or prior actions, they'll be locked onto one choice.
A lot of these things will be dictated by a d100 (with modifiers), so it's entirely possible our hero could die right out the door.
But that's half the fun of it.
These can be used in a variety of ways, but are essentially categorized into three groups. They are spent, burned, or invested.
Spent:
When you spend a Destiny Point, you are sacrificing 1 or more for a set result. For instance, you can spend 1 point for a reroll of any non-global roll, or 5 for a global roll. You can spend a point to gain +5 to a d100 roll, or to gain +1 to a d6 roll. Likewise, on an opposing roll, you can spend the same to get -5 or -1 on enemy rolls. You can spend a Destiny Point to gain 1 extra Lesser Action per turn, to ignore armor penalties in combat, or to roll to improve (or worsen) another character's perception of you by 1 level.
Burn:
When you burn Destiny Points, you are spending 1 or more points for a fluid result. For instance, you can burn as many Destiny Points as desired to change an environmental aspect, such as creating sudden rainstorms. Against another character that has Destiny Points, you can burn them to counter his usage. You can change details of a scene, such as making a lock less effective, and able to be broken open, or making a path through the forest more easily followed. You can heal wounds and ignore injuries, and add bonuses to select skillsets.
Invest:
You can redeem 1 Destiny Point for 100 experience, or one level in an applicable trait. If you do not have a skill, you can invest 5 Destiny Points to gain it at low level.
Note: If the PC would die, DP is used to reroll/increase the roll until survival occurs - if this isn't possible, the PC dies and the Quest ends.
Upon achieving a total of 100 Destiny Points (Or during the course of the Quest), you have the option of converting the Points into a single Token. This can then be used at any stage to instantly crit-success a roll. Any roll.
This is mostly useful for things on the level of 5d100 or something similar.
Every now and then, I'll give you guys a chance to write an Omake. Whether you choose to write it from the POV of the PC, or another character reacting to the PC is up to you. Depending on the quality of the writing and what happens, you might get skill bonuses, Destiny Points, reputation bonuses or the opposite.
Everyone is allowed to post an Omake in the IC when I give the greenlight, but you'll only have a set time to write it. It won't be deemed canon unless I say so, under which circumstance you can put:
This Is Canon - Rho Certified
At the top of it.
This is the Nasuverse, where everyone dies horrible deaths.
1. Listen to the Quest Master.
2. Respect everyone else in the Thread. We're all here to have fun.
3. Don't spam your votes over and over again. Once is enough.
4. If I give you a Destiny Point, don't use it to troll everyone and make a stupid decision. I will veto it and take away your Destiny Point.
5. Keep chat in the OOC constructive. So long as you're talking about the Quest, I won't step in, but if you start talking about things irrelevant to the Quest I'll ask a Mod to have a talk with you. Unless you're a Mod, in which case… scold yourself, pls.
6. Have fun!
Q. Rho, why do you keep changing the OP?
A. I'll always have the latest set of choices up on the front page so newcomers can just make votes on what's going on right now, if they want.
Q. How does the rolling system work?
A. I'll be using the in-Forum roller for most things, except for fights as they'll be too fast paced. To give a brief breakdown, almost every action (bar a few select ones) will have me rolling a d100. There will be +'s or -'s depending on the appropriate skill.
Q. What are the rolls?
A. Do note that any rolls which are a double (11, 22, 33 etc.) are an instant critical success.
Critical Failure 0 - 10
Failure 11 - 39
Nothing 40 - 60
Success 61 - 89
Critical Success 90 - 100
Q. How often will you be posting updates?
A. Every 1-2 days. Keep this in mind, as I can't wait just because you have a Destiny Point and could make a really good choice.
Q. Do I have to be here from the start to participate?
A. No! You can vote whenever you please, whoever you are. If you miss a few days, that's no big deal. Just make sure you're at least somewhat up to date and know what you're voting for.
Q. What happens if I use a Destiny Point?
A. All other votes for that round become moot and only your choice matters - so long as I don't veto it.
Q. You said you'd update every day or two, why are you updating on the same day?
A. If I see a majority vote (3 or more) on one choice, I'll immediately enact it. Or, if someone uses a Destiny Point.
Q. You said you'd update every day or two, why has it been ages?
A. If it's a major choice that could change the Quest forever, or has lots of choices, I may leave it for longer depending on what day it's posted. If I post it on a Friday, then I'll get to a response faster than if it was on a Wednesday.
When it comes to magic, there is a rich history that anyone could spend a brief novel delving into. I, however, am going to focus on a couple of key points that stand out rather blatantly in the Nasuverse's history.
Age of Gods– To anyone who watched Fate/Zero, Gilgamesh is from this Era. Pretty much any Magi that existed in this time period was something akin to a God and therefore had godlike powers. Magic didn't exist here as it does now and as such, there's no one alive who can use the magic from this period. The only exceptions to this rule are Heroic Spirits, otherwise, everything from this period is forgotten.
Current Age– In between the Age of Gods and “now”, not much has changed. Many different types of Magecraft have risen, only to subsequently fall not too long after. Some of these crafts are called “True Magic” and are as close to Age of Gods magic as one can get – but users of this magic are so rare that you could quite possibly count them on two hands.
The basic usage of casting any type of magic falls down to chants. These chants are composed of 'lines' or 'verses', which determine both how long it takes to cast it and generally how powerful it is. The weakest being one-line, while the strongest is ten-lines. Verses are just a way of grouping lines together into pairs of three, so one verse is three lines, two verses are six and so on. After chants are Lesser and Greater Rituals, these however normally take a long period of time with both constant chanting and multiple people.
While chanting is in itself unnecessary, it is mainly used to put the Caster in a 'trance'. This trance is used so that the Caster may focus on casting the magic without making any mistakes. It only takes a slight error for a spell to horribly backfire, and as such it takes many years of hard training before a Magi will even attempt to cast simple magic without uttering a word.
What is spoken is up to the Magi's personal preference, as it exists only to put them into the trance-like state. Quoting passages from historical or religious texts is common, as is speaking words from dead languages such as Latin.
A number of minor rituals, such as the Servant summoning Ritual, has pre-set conditions for its chant. Oddly enough, the chant for the Servant summoning ritual is actually unnecessary – but most do it because it's written down that you have to. Go figure.
A Noble Phantasm is a Servant's trump card. This is the thing that tells people what Servant they're fighting and reveals pretty much everything about them in one go. It's usually extremely powerful and should be regarded as a kill move. Usually takes an exorbitant amount of prana to use.
Magus use an energy known as prana to fuel every spell, however prana is the converted form of two different types of energy that are naturally occurring.
Mana– This is the “greater” source of energy and used in the majority of spells. At any place or point on Earth, there is mana available for usage. While it regenerates at a very slow pace, it is rare for a Magi to use all of the mana available in a handful of spells.
Od– This is the “lower” source of energy and used in practically every spell. Od is the internalised form of magic and is generated by the magic circuits in the human soul. Every person is capable of storing, on average, about 25 units of Od at any given point. While seemingly small, Od is typically only used to start the ignition cost of a spell, whereas the rest is taken from mana in the surrounding air. The only spells that are used with only Od are things such as Projection or Reinforcement.
This wasn't in my original explanation that I pitched, however I feel it needs a little delving into.
How many circuits a Magus has and the quality of those circuits are not usually left up to chance. “Magic” is, quite literally, a mutation in the human genome. 99% of people don't have circuits, and of that 1%, about 80% have so little Od production that they're next to useless. That remaining 20% are people that are, quite literally, breeding for the best circuits possible. You wouldn't be wrong in thinking that the Magi world is run by people who have had magic in their families for generations upon generations. It's rare for new families to pop up, simply because they will never reach the heights of some of the already pre-set families.
But I digress.
More, high quality circuits = More powerful
Having a family crest > Not having a family crest
Now I have to explain what a family crest is, don't I?
What's a Magic Crest?
This is where the knowledge and skills of every generation before you is contained, usually passed from family head to family head before they pass on. The stronger your family line, the more knowledge will be accrued in this nifty little thing. It basically “shows up” as a series of circuits that are given a more tangible form so that thaumaturgical knowledge can be imprinted into it. If you're a part of a family, you better be hoping or assuming that you have this thing, or some people will just walk over you.
No Magi can expect to make any proper breakthroughs in just one lifetime, hence why these things even exist.
Formalcraft– Formalcraft is popular for both Magi learning Thaumaturgy for the first time and those who have poor or nearly non-existent circuits. Utilising mana and preparation to its fullest, formalcraft focuses almost entirely on things such as bounded fields, runes and rituals. A Magus that is extremely skilled in formalcraft can be one of the most deadly opponents you'll face, as they're likely prepared for any eventuality.
Elements– As with any fantasy setting, there are elements. However, while a Magus can cast any type of elemental spell in theory, everyone has something called an 'Elemental Affinity'. This means that the Magus can cast spells from their affinity with far greater success and at a cheaper cost. For instance, if it would take a normal Magus 3 units of prana to cast a fire spell and their affinity was water, they could cast a spell of similar strength for, say, 1 prana.
Reinforcement/Projection– A fan favourite used by Emiya Shirou from Fate/Stay Night, this magic is used for the purpose of reinforcing and creating things respectively. Projection can create nigh on any material or object the caster desires, however it only lasts for a short period of time – usually until the item reaches a “breaking” point or a certain time elapses. Reinforcement is literally filling 'cracks' in an object with prana, making it more efficient at its task. A cup will be able to hold more water, while a sword will be sharper, swing faster and last longer.
Healing– Don't be a fool in thinking that healing is an easy art, in fact, it is one of the most complicated and gruelling of Thaumaturgy. Almost impossible to achieve during combat due to its intense concentration, healing is on a completely different level from most fantasy settings. Those who are truly skilled in healing can achieve feats that are impossible, such as bringing people back from near death in a matter of minutes.
True Magic– To date, there are 5 different types of True Magic, which I'll briefly go over here.
The First– Only the most noble of Magi families know the specifics of this magic, however “we” (The fans) know that it involves ether clumps.
The Second– Zelretch or Kaleidoscope, the ability to access parallel worlds.
The Third– Heaven's Feel, materialisation of the soul.
The Fourth– Unknown.
The Fifth– Blue, most will say it is directly related to time travel, however this is still totally speculation.
Other– There are a LOT of different types of Magecraft in the Nasuverse that I simply don't have the time to go into right now. If you have any queries, send me a message and I'll do my best to go into specific details on anything or answer any questions. Most types of magic in the Nasuverse don't fall into one particular category, but are totally unique or just fall under “Thaumaturgy”. If you need to cross-check if your magical ideas are okay, just message me – I won't bite.
A Servant is, ultimately, similar to a Magus in that they utilise prana. How they use it is usually different. While there's the obvious usage in their Noble Phantasm, a Servant also “burns through” prana in order to keep themselves from dissapearing and to keep up their overall strength. Without a nice stockpile of prana, a Servant is likely to have a hard time fighting toe to toe with another Servant, regardless of whether they're technically stronger or not.
A lot of the info given in the Quests info is outdated for this particular instance. I'd like to be upfront in saying that this won't run how my Skyrim Quest did, in that we won't be gaining skills over time. It's just not realistic for the time frame, so there'll be fewer rolls and more of a focus on storyline/making the correct choices.
Just thought I'd point that out first and foremost.
Admittedly my Setting spoiler was pretty bland up above, so I'll expand on that here.
This is taking place in the 5th Grail War, with most of the Masters and Servants that are in canon showing up. These are:
Saber - Emiya Shirou
Archer - Tohsaka Rin
Lancer - Bazett Fraga McRemitz
???? - Matou Sakura
Berserker - Illyasviel von Einzbern
Of course, assuming we take over any of the classes given, things will be shuffled around slightly. Emiya always has to summon the Servant he does (For canonical reasons), same with Tohsaka, Bazett and Illya. Matou is a malleable choice, as Zouken is easy to manipulate in picking which Servant to summon for his 'granddaughter'. Due to this, if we were to take one of their spots, they would shoehorn into another Class. Saber into Rider, Archer into Assassin, Lancer into Caster... you get the idea.
At this stage some crossover is pretty much locked in, and as some of you who have checked the Rolz room might have noticed, some rolls were done. These were done to choose which verses we're crossing over with and... to be honest, it doesn't look pretty.
Here's my hints for the two verses:
1) Magical Girls
2) Superpowers
Yeah, these.
Some of you will have knowledge relating to TYPE-Moon that means you want to achieve certain things. Or perhaps you know that doing other things... like making a Wish, for instance, are really, really bad. Because of this, I'll be limiting Write-In choices to pretty much be non-existent. When the story is so stringent on control, I can't risk choices that are capable of tearing the story apart.
... Well, most of the time, anyway.
Oh boy, first post, first tutorial! Preferred choices are shown in bold. These represent what the Player Character wants to say, and will steer you towards what our personality is currently leaning towards. Think of it as a guide to follow if you don't know what to choose in a situation. There are certain values to morphing the personality over the course of the Quest, of course, but…
There are also disadvantages. :franny:
Second tutorial! This is an important stat, which gives a rough estimation of how close you and your Master are. It starts at 50%, which is pure ambivalence. The lower the stat, the more likely your Master is going to disagree with your choices, even if they're good ones. Abysmally low stats might result in having Command Seals used against you. Be careful!
In some instances, you will have the option to do multiple things during a period of time. Usually resigned for day phases, you'll end up with a fluctuating number of Action Points depending on prior choices/other commitments.
Some choices take more than one Action Point, signified by (?) where ? is the number of AP needed to enact that choice. These are usually one-off choices, so consider picking them!
Uh oh! Due to how much we've strayed from the Servant's original personality, they've started resisting our choices! Picking any choice in italics will incur a resistance check, and then a penalty roll depending on how the check played out. Consistently choosing resistance-based choices will end up pushing the Servant's personality aside altogether…
…
But at what cost?
Votes
[] Strategy?
Vote Example
[X] Just give up and die. Make it easy on yourself.
Link to IC. (http://role-player.net/forum/showthread.php?t=77988)
Always accepting new players!
Omakes now open!
Due to suggestion, I should state that this is not an RP and does not function the same - there is only one character and all players do is vote.
To put it simply, it's a collaborative effort from the Quest Master (Me) and the readers (You). I give you a list of decisions, you make the decisions and vote on them. Then, after all's said and done, I take the most voted choice and enact it. Sometimes there'll be multiple things that we can do, other times not. Sometimes because of our character's history or prior actions, they'll be locked onto one choice.
A lot of these things will be dictated by a d100 (with modifiers), so it's entirely possible our hero could die right out the door.
But that's half the fun of it.
These can be used in a variety of ways, but are essentially categorized into three groups. They are spent, burned, or invested.
Spent:
When you spend a Destiny Point, you are sacrificing 1 or more for a set result. For instance, you can spend 1 point for a reroll of any non-global roll, or 5 for a global roll. You can spend a point to gain +5 to a d100 roll, or to gain +1 to a d6 roll. Likewise, on an opposing roll, you can spend the same to get -5 or -1 on enemy rolls. You can spend a Destiny Point to gain 1 extra Lesser Action per turn, to ignore armor penalties in combat, or to roll to improve (or worsen) another character's perception of you by 1 level.
Burn:
When you burn Destiny Points, you are spending 1 or more points for a fluid result. For instance, you can burn as many Destiny Points as desired to change an environmental aspect, such as creating sudden rainstorms. Against another character that has Destiny Points, you can burn them to counter his usage. You can change details of a scene, such as making a lock less effective, and able to be broken open, or making a path through the forest more easily followed. You can heal wounds and ignore injuries, and add bonuses to select skillsets.
Invest:
You can redeem 1 Destiny Point for 100 experience, or one level in an applicable trait. If you do not have a skill, you can invest 5 Destiny Points to gain it at low level.
Note: If the PC would die, DP is used to reroll/increase the roll until survival occurs - if this isn't possible, the PC dies and the Quest ends.
Upon achieving a total of 100 Destiny Points (Or during the course of the Quest), you have the option of converting the Points into a single Token. This can then be used at any stage to instantly crit-success a roll. Any roll.
This is mostly useful for things on the level of 5d100 or something similar.
Every now and then, I'll give you guys a chance to write an Omake. Whether you choose to write it from the POV of the PC, or another character reacting to the PC is up to you. Depending on the quality of the writing and what happens, you might get skill bonuses, Destiny Points, reputation bonuses or the opposite.
Everyone is allowed to post an Omake in the IC when I give the greenlight, but you'll only have a set time to write it. It won't be deemed canon unless I say so, under which circumstance you can put:
This Is Canon - Rho Certified
At the top of it.
This is the Nasuverse, where everyone dies horrible deaths.
1. Listen to the Quest Master.
2. Respect everyone else in the Thread. We're all here to have fun.
3. Don't spam your votes over and over again. Once is enough.
4. If I give you a Destiny Point, don't use it to troll everyone and make a stupid decision. I will veto it and take away your Destiny Point.
5. Keep chat in the OOC constructive. So long as you're talking about the Quest, I won't step in, but if you start talking about things irrelevant to the Quest I'll ask a Mod to have a talk with you. Unless you're a Mod, in which case… scold yourself, pls.
6. Have fun!
Q. Rho, why do you keep changing the OP?
A. I'll always have the latest set of choices up on the front page so newcomers can just make votes on what's going on right now, if they want.
Q. How does the rolling system work?
A. I'll be using the in-Forum roller for most things, except for fights as they'll be too fast paced. To give a brief breakdown, almost every action (bar a few select ones) will have me rolling a d100. There will be +'s or -'s depending on the appropriate skill.
Q. What are the rolls?
A. Do note that any rolls which are a double (11, 22, 33 etc.) are an instant critical success.
Critical Failure 0 - 10
Failure 11 - 39
Nothing 40 - 60
Success 61 - 89
Critical Success 90 - 100
Q. How often will you be posting updates?
A. Every 1-2 days. Keep this in mind, as I can't wait just because you have a Destiny Point and could make a really good choice.
Q. Do I have to be here from the start to participate?
A. No! You can vote whenever you please, whoever you are. If you miss a few days, that's no big deal. Just make sure you're at least somewhat up to date and know what you're voting for.
Q. What happens if I use a Destiny Point?
A. All other votes for that round become moot and only your choice matters - so long as I don't veto it.
Q. You said you'd update every day or two, why are you updating on the same day?
A. If I see a majority vote (3 or more) on one choice, I'll immediately enact it. Or, if someone uses a Destiny Point.
Q. You said you'd update every day or two, why has it been ages?
A. If it's a major choice that could change the Quest forever, or has lots of choices, I may leave it for longer depending on what day it's posted. If I post it on a Friday, then I'll get to a response faster than if it was on a Wednesday.
When it comes to magic, there is a rich history that anyone could spend a brief novel delving into. I, however, am going to focus on a couple of key points that stand out rather blatantly in the Nasuverse's history.
Age of Gods– To anyone who watched Fate/Zero, Gilgamesh is from this Era. Pretty much any Magi that existed in this time period was something akin to a God and therefore had godlike powers. Magic didn't exist here as it does now and as such, there's no one alive who can use the magic from this period. The only exceptions to this rule are Heroic Spirits, otherwise, everything from this period is forgotten.
Current Age– In between the Age of Gods and “now”, not much has changed. Many different types of Magecraft have risen, only to subsequently fall not too long after. Some of these crafts are called “True Magic” and are as close to Age of Gods magic as one can get – but users of this magic are so rare that you could quite possibly count them on two hands.
The basic usage of casting any type of magic falls down to chants. These chants are composed of 'lines' or 'verses', which determine both how long it takes to cast it and generally how powerful it is. The weakest being one-line, while the strongest is ten-lines. Verses are just a way of grouping lines together into pairs of three, so one verse is three lines, two verses are six and so on. After chants are Lesser and Greater Rituals, these however normally take a long period of time with both constant chanting and multiple people.
While chanting is in itself unnecessary, it is mainly used to put the Caster in a 'trance'. This trance is used so that the Caster may focus on casting the magic without making any mistakes. It only takes a slight error for a spell to horribly backfire, and as such it takes many years of hard training before a Magi will even attempt to cast simple magic without uttering a word.
What is spoken is up to the Magi's personal preference, as it exists only to put them into the trance-like state. Quoting passages from historical or religious texts is common, as is speaking words from dead languages such as Latin.
A number of minor rituals, such as the Servant summoning Ritual, has pre-set conditions for its chant. Oddly enough, the chant for the Servant summoning ritual is actually unnecessary – but most do it because it's written down that you have to. Go figure.
A Noble Phantasm is a Servant's trump card. This is the thing that tells people what Servant they're fighting and reveals pretty much everything about them in one go. It's usually extremely powerful and should be regarded as a kill move. Usually takes an exorbitant amount of prana to use.
Magus use an energy known as prana to fuel every spell, however prana is the converted form of two different types of energy that are naturally occurring.
Mana– This is the “greater” source of energy and used in the majority of spells. At any place or point on Earth, there is mana available for usage. While it regenerates at a very slow pace, it is rare for a Magi to use all of the mana available in a handful of spells.
Od– This is the “lower” source of energy and used in practically every spell. Od is the internalised form of magic and is generated by the magic circuits in the human soul. Every person is capable of storing, on average, about 25 units of Od at any given point. While seemingly small, Od is typically only used to start the ignition cost of a spell, whereas the rest is taken from mana in the surrounding air. The only spells that are used with only Od are things such as Projection or Reinforcement.
This wasn't in my original explanation that I pitched, however I feel it needs a little delving into.
How many circuits a Magus has and the quality of those circuits are not usually left up to chance. “Magic” is, quite literally, a mutation in the human genome. 99% of people don't have circuits, and of that 1%, about 80% have so little Od production that they're next to useless. That remaining 20% are people that are, quite literally, breeding for the best circuits possible. You wouldn't be wrong in thinking that the Magi world is run by people who have had magic in their families for generations upon generations. It's rare for new families to pop up, simply because they will never reach the heights of some of the already pre-set families.
But I digress.
More, high quality circuits = More powerful
Having a family crest > Not having a family crest
Now I have to explain what a family crest is, don't I?
What's a Magic Crest?
This is where the knowledge and skills of every generation before you is contained, usually passed from family head to family head before they pass on. The stronger your family line, the more knowledge will be accrued in this nifty little thing. It basically “shows up” as a series of circuits that are given a more tangible form so that thaumaturgical knowledge can be imprinted into it. If you're a part of a family, you better be hoping or assuming that you have this thing, or some people will just walk over you.
No Magi can expect to make any proper breakthroughs in just one lifetime, hence why these things even exist.
Formalcraft– Formalcraft is popular for both Magi learning Thaumaturgy for the first time and those who have poor or nearly non-existent circuits. Utilising mana and preparation to its fullest, formalcraft focuses almost entirely on things such as bounded fields, runes and rituals. A Magus that is extremely skilled in formalcraft can be one of the most deadly opponents you'll face, as they're likely prepared for any eventuality.
Elements– As with any fantasy setting, there are elements. However, while a Magus can cast any type of elemental spell in theory, everyone has something called an 'Elemental Affinity'. This means that the Magus can cast spells from their affinity with far greater success and at a cheaper cost. For instance, if it would take a normal Magus 3 units of prana to cast a fire spell and their affinity was water, they could cast a spell of similar strength for, say, 1 prana.
Reinforcement/Projection– A fan favourite used by Emiya Shirou from Fate/Stay Night, this magic is used for the purpose of reinforcing and creating things respectively. Projection can create nigh on any material or object the caster desires, however it only lasts for a short period of time – usually until the item reaches a “breaking” point or a certain time elapses. Reinforcement is literally filling 'cracks' in an object with prana, making it more efficient at its task. A cup will be able to hold more water, while a sword will be sharper, swing faster and last longer.
Healing– Don't be a fool in thinking that healing is an easy art, in fact, it is one of the most complicated and gruelling of Thaumaturgy. Almost impossible to achieve during combat due to its intense concentration, healing is on a completely different level from most fantasy settings. Those who are truly skilled in healing can achieve feats that are impossible, such as bringing people back from near death in a matter of minutes.
True Magic– To date, there are 5 different types of True Magic, which I'll briefly go over here.
The First– Only the most noble of Magi families know the specifics of this magic, however “we” (The fans) know that it involves ether clumps.
The Second– Zelretch or Kaleidoscope, the ability to access parallel worlds.
The Third– Heaven's Feel, materialisation of the soul.
The Fourth– Unknown.
The Fifth– Blue, most will say it is directly related to time travel, however this is still totally speculation.
Other– There are a LOT of different types of Magecraft in the Nasuverse that I simply don't have the time to go into right now. If you have any queries, send me a message and I'll do my best to go into specific details on anything or answer any questions. Most types of magic in the Nasuverse don't fall into one particular category, but are totally unique or just fall under “Thaumaturgy”. If you need to cross-check if your magical ideas are okay, just message me – I won't bite.
A Servant is, ultimately, similar to a Magus in that they utilise prana. How they use it is usually different. While there's the obvious usage in their Noble Phantasm, a Servant also “burns through” prana in order to keep themselves from dissapearing and to keep up their overall strength. Without a nice stockpile of prana, a Servant is likely to have a hard time fighting toe to toe with another Servant, regardless of whether they're technically stronger or not.
A lot of the info given in the Quests info is outdated for this particular instance. I'd like to be upfront in saying that this won't run how my Skyrim Quest did, in that we won't be gaining skills over time. It's just not realistic for the time frame, so there'll be fewer rolls and more of a focus on storyline/making the correct choices.
Just thought I'd point that out first and foremost.
Admittedly my Setting spoiler was pretty bland up above, so I'll expand on that here.
This is taking place in the 5th Grail War, with most of the Masters and Servants that are in canon showing up. These are:
Saber - Emiya Shirou
Archer - Tohsaka Rin
Lancer - Bazett Fraga McRemitz
???? - Matou Sakura
Berserker - Illyasviel von Einzbern
Of course, assuming we take over any of the classes given, things will be shuffled around slightly. Emiya always has to summon the Servant he does (For canonical reasons), same with Tohsaka, Bazett and Illya. Matou is a malleable choice, as Zouken is easy to manipulate in picking which Servant to summon for his 'granddaughter'. Due to this, if we were to take one of their spots, they would shoehorn into another Class. Saber into Rider, Archer into Assassin, Lancer into Caster... you get the idea.
At this stage some crossover is pretty much locked in, and as some of you who have checked the Rolz room might have noticed, some rolls were done. These were done to choose which verses we're crossing over with and... to be honest, it doesn't look pretty.
Here's my hints for the two verses:
1) Magical Girls
2) Superpowers
Yeah, these.
Some of you will have knowledge relating to TYPE-Moon that means you want to achieve certain things. Or perhaps you know that doing other things... like making a Wish, for instance, are really, really bad. Because of this, I'll be limiting Write-In choices to pretty much be non-existent. When the story is so stringent on control, I can't risk choices that are capable of tearing the story apart.
... Well, most of the time, anyway.
Oh boy, first post, first tutorial! Preferred choices are shown in bold. These represent what the Player Character wants to say, and will steer you towards what our personality is currently leaning towards. Think of it as a guide to follow if you don't know what to choose in a situation. There are certain values to morphing the personality over the course of the Quest, of course, but…
There are also disadvantages. :franny:
Second tutorial! This is an important stat, which gives a rough estimation of how close you and your Master are. It starts at 50%, which is pure ambivalence. The lower the stat, the more likely your Master is going to disagree with your choices, even if they're good ones. Abysmally low stats might result in having Command Seals used against you. Be careful!
In some instances, you will have the option to do multiple things during a period of time. Usually resigned for day phases, you'll end up with a fluctuating number of Action Points depending on prior choices/other commitments.
Some choices take more than one Action Point, signified by (?) where ? is the number of AP needed to enact that choice. These are usually one-off choices, so consider picking them!
Uh oh! Due to how much we've strayed from the Servant's original personality, they've started resisting our choices! Picking any choice in italics will incur a resistance check, and then a penalty roll depending on how the check played out. Consistently choosing resistance-based choices will end up pushing the Servant's personality aside altogether…
…
But at what cost?
Votes
[] Strategy?
Vote Example
[X] Just give up and die. Make it easy on yourself.