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Fate/Are You (Not) My Master?; Sign-up/Info topic
Topic Started: Jan 12 2012, 07:37 PM (251 Views)
Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

Quick cursory overview;

- Based off Fate/Stay Night and associated Fate works (Fate/Hollow Ataraxia, Fate/Tiger Colosseum, Fate/Extra, Fate/Unlimited Codes, etc etc)
- Will not take place in the same time and place as the canon Holy Grail Wars; this Holy Grail War is fought over a different Holy Grail in America, the founding magi having copied the ritual from the canon Grail War.
- Two new Servant classes; Defender, the stout protectors and guardians of legend such as Little John and Horatius Cocles, and Crafter, the ingenius designers of non-magical wonders throughout the ages like Leonardo Da Vinci and Daedalus.
- Work with other players to bring intruige and questions of loyalty to the RP.
- Complete lack of yandere loli homunculi!


~~~~~~~~~~~

A long time ago, three families of magi banded together to devise a means to see their greatest desires fulfilled; to summon the Holy Grail of legend. The Einzbern family, skilled in the art of alchemy, wrought a vessel to contain the Grail’s power. The Tohsaka family, whose magical potential was only matched by their immense wealth, provided spiritually potent land from which the ritual’s power would be amplified. Finally, the Matou family, masters of binding who were once known as ‘Makiri’, called forth spirits of great heroes of myth and legend to aid the magi in their goal. But the three families swiftly dissolved into in-fighting, each wanting the Grail’s power for themselves, thus giving birth to the Holy Grail War. The cycle of bloodshed ended, however, when the Grail was destroyed at the end of the 5th War. However, the Holy Grail itself is not wholly unique, or if it is, then its appearances in this world must merely be fragments of its limitless power, for another has appeared thousands of miles away...

In a coastal town called Requiem, situated on the border of Canada and North America, a trio of magi sought to recreate the Grail War ritual, determined to keep it from becoming a lost and forgotten magic. ‘Why waste such a potentially world-changing opportunity?’ they said to each other. So, pooling their great power as the previous Grail War founders had done before them, they wove an intricate tapestry of spellcraft and beckoned forth the Holy Grail once more. And with that, the Holy Grail War – and the wheel of history – began once again...

Saber. Archer. Lancer. Defender. Rider. Caster. Crafter. Assassin. Berserker. These are the nine archetypes – known as ‘classes’ – via which the spirits of legendary heroes can be summoned. These spirits, called ‘Servants’, are akin to a familiar, but infinitely more powerful and far superior to those who summon them, who are called ‘Masters’. Each Master and Servant pair, bound together by the three Command spells seared into the Master’s skin, must engage in battle with the others to determine supremacy and the right to possess the Holy Grail, an omnipotent wish-granting vessel capable of realising a single wish per Holy Grail War. The nine classes of Servant are listed henceforth;
- Saber: Lauded as ‘the strongest class’ and the first of the four knight classes, the Saber class is known for having consistently high rankings in all statistics save Magic. Sabers are peerless swordfighters who excel at close-range combat (not necessarily restricted to swords, but it is the most common) and one-on-one duels. The Class Skills of the Saber class are Magic Resistance (protecting them from the influence of magi) and Riding (albeit on a lower level than the Rider class, never above rank B).
- Archer: The second knight class, the Archer class is defined by long-range weaponry such as bows, slings and possibly even guns, though there have been a few rare cases of heroes from the Archer class who fling swords and such about quite recklessly. Their stats have no particular average, unlike the other three knight classes, though B Rank or higher Agility is to be expected at the very least. The Class Skills of the Archer class are Magic Resistance (typically lower than that of the average Saber, however) and Independent Action (the ability to continue existing without receiving magical energy from a Master, useful in particular for scouting ahead at greater distances than most Servants dare stray from their patron).
- Lancer: The third knight class, the Lancer class specializes in mid-range combat (with good potential in close and long range) and hit-and-run tactics, armed with long polearms such as spears and lances, true to its namesake. This class’ stats are perhaps second only to the Saber class, but in particular heroes of this class invariably possess a high Agility stat and are quite fleet as a result. The Class Skills of the Lancer class are Magic Resistance (about on par with that of Archers) and Battle Continuation (the ability to continue acting even after receiving fatal wounds, allowing for tactical withdrawals or a glorious last stand as the situation demands).
- Defender: The Defender class is the fourth and final knight class, with a high efficiency as a guardian and sentinel in addition to a solid statistic line (similar to the level of the Archer and Lancer classes). The defining qualification for a Servant to be summoned under this class is that they must have been known for protecting an area, item or person of vital importance, and as a result, a high Endurance stat can be expected of this class. While typically slow (if not necessarily heavily-armoured), Defenders specialises in area-denial, be it on-on-one combat or one man against an army, and their Noble Phantasms often reflect their particular method of deploying this ‘invincible defence’. The Class Skills of the Defender class are Battle Continuation (generally at a higher rank than Lancer Servants) and Guardian Knight (an ability that temporarily raises defensive power when directly protecting another person i.e. shielding them from an incoming attack, NOT as a general everyday protection; after all, ALL Servants do that as a matter of course).
- Rider: The Rider class specializes – as it’s name suggests – in mounted combat, be it beast or man-made vessel. As a result, Riders boast the highest speed, be it on the battlefield or otherwise. Their Noble Phantasms are often derived from the mounts they rode in life, as opposed to any particular weapon they may have possessed. In terms of stats, they do not follow a particular pattern, though their statistics are generally lower than that of the three knight classes; their Skills and steeds are where their advantage lies. The Class Skills of the Rider class are Riding (obviously; invariably at Rank A or higher) and Magic Resistance (which may be on any level).
- Caster: The Caster class is unique amongst the other classes in that, rather than fighting with a weapon, it defends itself with magic. Long-range combat, trickery and other feats of indirect combat are the forte of a hero summoned as a Caster. Their statistics are generally very low, with the exception of Magic, which is typically very high, or if not, their magical ability comes from a powerful Noble Phantasm. Due to the fact that many Servant classes have Magic Resistance, Casters must utilise very powerful magic to bypass those defences; coupled with their low statistics, the Caster class is often regarded as being amongst the weakest, but woe betide any who underestimate their arcane power. The Class Skills of the Caster class are Territory Creation (allowing the Servant to create magical laboratories or ‘workshops’ from which rituals and spellwork can be performed with little interference and maximum resources) and Item Construction (which allows the creation of magical trinkets and tools).
- Crafter: The Crafter class can be seen as a more physical version of the Caster class. While they lack the same overall stat levels as the Caster class, the Crafter class’s top stat is not Magic, but Luck. To be summoned under this class, the hero in question must have been known for ‘creating’; weaponsmiths, scientists and artificers are the ideal kinds of hero to be summoned as a Crafter Servant. Surprise tactics and unexpected twists are this class’ specialty, though their fighting style may vary wildly depending on what they ‘created’ in life. In much the same way as the Rider class, their strength comes not from any particular combat ability, but from their Noble Phantasm, the ‘masterpiece’ that they became famous for. The Class Skills of the Crafter Class are Item Construction (typically A Rank, and with a more ‘natural’ inclination than the magical lean of the Caster class) and Subversive Activities (an almost supernatural ability to have all manner of traps or other battlefield advantages in place when either A: entering combat on their own ‘home territory’ or B: entering combat anywhere with at least 10 minutes of forewarning).
- Assassin: The Assassin class, like the Caster class, requires a bit more tactical thinking on the part of the Master if they wish to win the Grail War. Due to the Assassin class’ all-round poor stats, engaging other Servants in battle is unwise. Instead, an Assassin typically goes straight for the enemy Masters, using the dirtiest and most treacherous tactics possible to gain every advantage. The Assassin class survives purely according to the usage of their Class Skill, Presence Concealment (the ability to mask one’s presence, making them undetectable to normal or supernatural senses until they are prepared to strike).
- Berserker: The Berserker class is dreaded by all participants of any Holy Grail War, sometimes even by their own Masters. Insane warriors driven solely by bloodlust, this class has but a single qualification; the Servant must have fought in a berserk rage at least once in their mortal life. The madness that seizes a Berserker Servant typically robs them of reason and rationality, often preventing the use of Skills, but in exchange grants them immense boosts to all of their stats, making even the weakest Servant on par with their opponents, or turning already-powerful heroes into overwhelming juggernauts. The mana required to maintain this kind of Servant, however, is far greater than that of the other classes, and it is not uncommon for a Master to be sucked dry of magic and life-force simply keeping a Berserker Servant under control. The Class Skill of the Berserker class is Mad Enhancement (trading away one’s conscious thought for sheer combat power and prowess).

Servant Creation Notes:
Remember; a Servant must be an existing hero or heroine from myth and legend. As such, everything from alignment and personality to stats, skills and their Noble Phantasm(s) should reflect what is known about them.
‘Hero’ or ‘Heroine’ is a vague term in the Fate series. Thus, just because a legendary figure is a villain, this does not mean they cannot be summoned.
We would prefer that canon heroes already summoned in the Fate series not be summoned in this RP. Not only does this prevent folks from summoning ridiculously overpowered heroes like Gilgamesh and Hercules and aberrant heroes like ‘Unnamed Archer’ and Angra Mainyu, but it also makes you lot have to put some creative thought into your Servants. =3 If you don’t know if a hero has been previously summoned but you don’t want spoilers, feel free to ask me.
Servant Stats and Skills are ranked E to A, E being the lowest and A being the highest. A + symbol indicates a ‘midway’ level e.g. B+ is halfway between Ranks B and A. Rank A+ is not available for this RP. Note that Rank E statistics and skills are still higher than is possible for humans.
When designing a Servant, one may elect up to 2 Statistics or Skills (maximum of 2 stats, 2 skills or 1 stat and 1 skill) to be Rank A. One Rank A Stat/Skill incurs no penalty, but 2 Rank A Stats/Skills requires that 1 Stat (not Skill) be at Rank E.
For a list of the pre-existing Servant Skills in the Fate series, see here; http://typemoon.wikia.com/wiki/Parameters_and_Skills

Command Spell notes:
Each Master has three Command Spells – blood red tattoo-like symbols filled with magical power – inscribed somewhere on their body, arranged together to form one larger symbol. Typically Command Spells appear on the arm or hand. These symbols are like a badge, signifying one’s status as a Master.
Command Spells aren’t there simply to look nice; each of the three can be activated to demand a Servant’s absolute obedience, restraining or reinforcing their actions. Servants are usually supposed to follow their Master’s orders anyway as per the Master/Servant contract, but only orders given via the use of a Command Spell are unable to be resisted. Otherwise, a Servant is free to obey or disobey their Master as they wish (though it is in their best interests to prolong the partnership if they want to win the Grail!).
Single-action orders such as ‘break that shield’ or ‘kill the enemy with your next strike’ are very potent (harder to resist and grant a higher bonus when willingly followed) and are capable of enabling the Servant to perform feats that would otherwise be impossible for them (although commanding them to do things such as revive the dead or travel back in time are still completely impossible even with the Command Spell). Continuous orders, however, such as ‘do as I say’ or ‘be stronger’ have reduced efficacy as the mana in the Command Spell is being distributed over a longer period of time; while the effect still takes place, a strong enough willower can disobey the order, and beneficial effects may not even be noticeable.
As stated previously, a Master has but three Command Spells. Once all three have been used, the contract between Master and Servant is broken, and the Master no longer bears the right to order the Servant. However, the Servant may still follow the Master’s orders if they wish to do so; it’s really a question of loyalty at that point though.
One may form new contracts with other Masterless Servants, but the more Servants one is sustaining, the weaker the Master is and the less mana they have for their own use. New contracts grant 3 new Command Spells for that Servant only. Furthermore, one cannot make a contract with the same Servant twice.

MASTER TEMPLATE



SERVANT TEMPLATE
Edited by Tora Unlimited Crusader, Jan 24 2012, 09:36 PM.
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~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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HollyYoshiPosted Image
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I object to your claims
TUC, you forgot to mention that I'm the co-runner. :P
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L Dragon
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Chaos Emerald
I'm in!! Hell yeah I'm in!!! I love the Fate series!! ;D
Of course, I wouldn't mind taking role of a Master or Servant. Honestly I don't care much, I just wanna see this thing up and running(even if its just a small few that join)
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Sonic Blast Fated Kingdom Fanfic
Members/Chara Data-Base
Chapter 1: Otogi | Chapter 2: Claws, Rifle, and Wind Chain | Chapter 3: Crimson, Psychic, and Mage Chain | Chapter 4: Eclipse Blossom | Chapter 5: Death Chain | Chapter 6: Royal Blood | Chapter 7: Cold Chain | Chapter 8: Siege | Chapter 9: Memories of Old Kingdom | Chapter 10: Tactic, Purge, and the Fight | Chapter 11: Four Shadows | Chapter 12: Three Letters | Chapter 13: Two Sources
Sonic Blast Madness Fanfic
Chapter 1: Openly Close | Chapter 2: Kamelot Tol-e-maC | Chapter 3: Found Lost | Chapter 4: Reaper What You Soul | Chapter 5: Openly Reapers in Lost Tolemac | Chapter 6: Follow the Reaper | Chapter 7: Don't Follow the Reaper | Chapter 8: Fight Yourself, Die Yourself | Chapter 9: Masquerader Massacre | Chapter 10: THE Enemy | Chapter 11: Gulliver | Chapter 12: Finally, Unlimited Madness | Chapter 12: Finally, Loki's Madness(alternate ending)

I'm totes a guy~
Kota: I hereby dub thee, Swolverine~
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Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

Oh yes~, that's right. ^_^;; Blaire's going to be co-Game Mastering this RP with me; this way, I have more motivation to keep this RP going, PLUS the plot will work a lot more smoothly with two conductors leading the symphony of disaster~ >:3

Also, about taking the role of Master or Servant, the players will be playing both a Master and a Servant. However, it'll be arranged so that Player A's Master will work with Player B's Servant, Player B's Master will work with Player C's Servant, and so on in a circle. The original idea was that each player would be one or the other and would choose their partners. However, that would require... uh... 18 players, which would be difficult to handle, not to mention I don't think we have 18 RPers willing to give this a go. |D
Edited by Tora Unlimited Crusader, Jan 13 2012, 03:35 PM.
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Check out my tumblr, Aggravated Anime-Adoring Australian, where I post all sorts of dumb screencaps and MS Paint edits and generally bitch and moan about stupid otaku shit.


~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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L Dragon
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Chaos Emerald
Ah, well however it will work, I'm in. I guess we now wait for more people to say yes?
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Sonic Blast Fated Kingdom Fanfic
Members/Chara Data-Base
Chapter 1: Otogi | Chapter 2: Claws, Rifle, and Wind Chain | Chapter 3: Crimson, Psychic, and Mage Chain | Chapter 4: Eclipse Blossom | Chapter 5: Death Chain | Chapter 6: Royal Blood | Chapter 7: Cold Chain | Chapter 8: Siege | Chapter 9: Memories of Old Kingdom | Chapter 10: Tactic, Purge, and the Fight | Chapter 11: Four Shadows | Chapter 12: Three Letters | Chapter 13: Two Sources
Sonic Blast Madness Fanfic
Chapter 1: Openly Close | Chapter 2: Kamelot Tol-e-maC | Chapter 3: Found Lost | Chapter 4: Reaper What You Soul | Chapter 5: Openly Reapers in Lost Tolemac | Chapter 6: Follow the Reaper | Chapter 7: Don't Follow the Reaper | Chapter 8: Fight Yourself, Die Yourself | Chapter 9: Masquerader Massacre | Chapter 10: THE Enemy | Chapter 11: Gulliver | Chapter 12: Finally, Unlimited Madness | Chapter 12: Finally, Loki's Madness(alternate ending)

I'm totes a guy~
Kota: I hereby dub thee, Swolverine~
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Amarok
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Fear the cold...
I don't know much about the fate series, but I'm guessing that there may be a way around that. I'd like to give it a shot.
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The Original Characters

Ezekial, Alex, Zephyr, Neo, Pulse,Luna,Maya,Bob, Rose.
Ezekial Wolffe

This is just some super old artwork, worry not of it.
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Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

I'll outline all the stuff non-Nasuverse fans should know about Fate in the info post, so that they're not left out of the loop. You don't need to know absurdly complicated amounts of lore, but it doesn't go amiss if you do have it. =3
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Check out my tumblr, Aggravated Anime-Adoring Australian, where I post all sorts of dumb screencaps and MS Paint edits and generally bitch and moan about stupid otaku shit.


~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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RabidChoco
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Sandopolis Act 2
Call me tentative. Once the info's in, I'll drop my hammer of judgment.
Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

First post has been edited with the full information. I'd ideally like to attract a total of 7-9 players including Blaire and myself before we get thi underway, but if we don't have that much interest within about a week or so... We'll figure something out. |D
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Check out my tumblr, Aggravated Anime-Adoring Australian, where I post all sorts of dumb screencaps and MS Paint edits and generally bitch and moan about stupid otaku shit.


~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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Ark Rotarl
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Squeak
Basic Info
Name: Sol Skylinden
Age: 21
Gender: Male
Alignment: Neutral (No Affiliation)

Personality: On the outside; compassionate, protective, analytical. Within, however; cold, cunning, deceptive. While not inherently good or evil at a glance of his moral compass, Skylinden tends to place himself at the best advantage he can be. His methods however, have proven to be beneficial to all parties in some manner, making him useful either as an ally or an enemy to some respects. At a downside, he can be a little too calm and inviting to the element of danger, which has caused him some fair of difficulty in the past. He also has a flare for aggression in battle and is known to become considerably blood-lusty. It is because of his unwavering aggression in battle that he's earned reputation in some circles of nobility as being seen an invaluable soldier.

Appearance: Hewe of deeply bronzed skin, a fairly athletic, yet svelt build and feathered, beach sand white hair. Aside from his hair, his eyes stand out the most as unique, being a very bold shade of orange. His face bears evidence of some central eastern ancestry. His back appears to have an intricate and elaborate tattoo that runs the length of his spine at anatomical accuracy. Mystery surrounds the enigmatic statement of this branding...

Attire: Adorned in a dark brown set of robes that reach just above his knees, edged with a light, beige trim. The sleeves of his robes, starting at the wrists, are tied down with bandages and cuffed by a pair of fingerless, leather gloves with bronze plates atop the hand and reinforced with fitted rings at the base of the fingers. His breeches are loosely fitted at the legs are also bandaged, just below the knees where they meet a pair of mid-calf, braided leather sandals, plated over in bronze at the heels, fittings, and toes. He wears a light, cotton apron beneath his robes, worn like a shirt. Atop his shoulders rest a set of blackened pauldrons with bronze trim work, various engraved runes and symbols lining the deco work. A similar trend can be found in the layered tasset resting on his hips, linked with a thick, leather belt with a dark blue and beige trimmed waist tabbard, ending with a rather shallow point. Running from the tops of his shoulders and linked with two silver rings in tow flows a narrow, dark brown cape and beige trim, matching the rest of his ensemble; enough of a cape to cover his tattoo and drape past his hindquarters.

Equipment
- 2 steel khopesh swords.
- 1 blackened stiletto dagger
- Light Armor (see attire)
-

Magical Proficiency
Elemental Affinity: Almost exclusively limited to electrical magick or some other exertion of concentrated energy. Possesses no capacity for wielding the other elements. Has some limited ability in dark, arcane energy and injury recovery.

Preferred Method: Directly casting abilites with no words or indication of invocation. The only visible characteristics to his technique are how his eyes emit an intense, glowing yellow hue, wind seems to whip violently at his immediate proximity, and the projection of his attacks will spring from the edge of his weapons or at his forehead. Magickal runes around him also tend to display these featured characteristics, should he invoke his power within their proximity.

Mystic Codes: A silver, serpentine chain and amulet in the shape of a rectangle with struts aimed out of each side, resembling a sort of hollowed crucifix or crosshair. This artifact gives off an energy that allows the wearer to coalesce from recent, severe injuries rapidly, taking only mere hours to recover from crippling wounds rather than days or weeks. In addition, it grants the imbued considerable resistance to poisons and illness. The power housed within this necklace cannot be directly tapped into however, and only functions passively.

Emblazoned atop his gloves are matching, four-point, iron stars. These stars are bordered by etchings of various runic glyphs that serve to increase the velocity of a melee attack. The effect can be felt during use of melee weapons or brawling.

Skills
- Charisma: Where swords are not sharp enough, words can be sharper. Sol has a natural gift of gab and can usually find the right thing to say to someone, even in the most heated of conflicts.
- Armorer: Whether its bent, pitted, or broken, Sol has a way with the hammer to mend whatever ails a weapon or piece of armor like an artisan.
- Runic Invocation: Reading, writing, and activating runes, glyphs, and sigils are possible with this inborn talent. Where, when, or how he gained this ability remains a mystery.
- Dual Swordsmanship: The gods gave us two hands. Sol chose to put a sword in each. Sol has mastered the combat discipline of wielding two swords simultaneously.
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