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Post by Kogashi on Feb 11, 2023 3:32:40 GMT
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Post by Kogashi on Feb 11, 2023 3:55:57 GMT
Fate/Leave Chaos: Setting The story takes place in the year 2004. 10 years ago, during the last Grail War, a Master, for reasons currently only known to himself, forced his Servant to attack and destroy the Holy Grail. While it was shattered, it could not be completely destroyed. And as it was shattered at a time where it was nearly full from the most recent war, each shard of the grail still radiates with power. Most shards simply wait to find their way into the bodies of the summoned Servants, allowing more ease for the Master to maintain their forms in the real world, and quietly call out to each other. However sometimes, they may find themselves within a human body, or clinging to an animal. Save for rare circumstances, especially naturally, when a human comes in contact with such a shard, be it by accident or during some attempted magic, the body erupts into a nest for chaos, and sprawling monsters made of rage, hate, and the curses of all time, or even forcing the corpses to move against their wills, seeking out destruction. This is the war the Masters find themselves in, not only a war against each other, but a war against the monsters that the grail shards are producing. For those unfamiliar with the setting, the universe that Fate/Stay Night (the source material) takes place in is one of magic, all be it a secret. It is not publicly known that magic exists, though it is referred to by it's users, as magecraft as they make a distinction between what a mage is capable of, and the true miracles that are actual MAGICS. Many mages come from a family line of mages, most believing it only fair to have one child but there is no law in place for that. All those capable of magecraft have 'magic circuits', a kind of soul counterpart to veins, which a mage uses by passing either their inner prana, or the mana of the surrounding world through them in order to perform their magecraft, and a mage's worth in mage society is often measured by the quality of their magic circuits and how long their family line has been mages. Either the head of a mage family, or the heir, have inscribed on to their body and circuits, a family crest, which the next generation is expected to add to, as it represents the skills and knowledge of the family line. The world Fate is set in, is a strange and mystical one, where along with modern day mages exist such things as vampires, ghouls, zombies, dimensional shifters, 'TRUE' vampires, demons, and of course, those who kill them. Most mages answer to or at least have had contact with one of the three major branches of the Mage Association, an international self regulating and self preservation organization interested in various fields of magecraft and keeping the existence of of secret from the world. All three branches, the Clock Tower, Atlas, and the Wandering Sea, also have some form of interest in instruction of young mages, though only the Clock Tower is focused on it, and only those of college age or education level, other educational needs left to each mage family, be they home schooled or folded into normal life. On the other side of the divide though is 'The Church'. An international religious organization based around the Holy Roman Church, they keep an unease 'peace' with Mage kind, only showing violent intent towards rogue mages who would endanger the world, or use their skills to truly alter the natural rules of the world 'God' crafted for all humans. Several branches are much more interested on hunting down and destruction of supernatural monsters that still roam the shadows of the world, both Church and Mages also willing to make use of Mercenaries when their resources, they feel, are better used elsewhere, or when is a large enough threat to call for it. These Mercenaries range from formerly affiliated Mages or Church members wishing for more freedom of conduct, independent warriors who had found their way into the secret side of the world and survived long enough to show themselves worth hiring, and often mages skilled enough that the Mage Association would otherwise confiscate the research (and life) of, but do not have the resources to bring them in.
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Post by Kogashi on Feb 13, 2023 7:49:21 GMT
Fate/Leave Chaos: Terms Some important terms that you might want to know to flesh out your RP-ing or get more in character. Magecraft: Standard magical powers a mage can use, and is limited in scale only as what can be recreated in science if provided infinite resources and time. Magecraft, which takes many forms including simply passing prana through one’s magic circuits, alchemy, or symbols such as runes. However, it cannot break through the limits of what's possible to do, to what is impossible. Magic: Miracles, the impossible, and truly rare. Breaking beyond the possible, such miracles that cannot be reproduced, and often times once done unable to undo, such as the world infinitely producing mana, or that which no form of science can recreate, like the perfect resurrection of the dead, or instant teleportation. Servant: A memory/copy of a figure of history or myth given a physical body partly by the power of the Holy Grail, and using the mana of their summoner, their Master, as an anchor. The more power they exert, the stronger a tether the Master need be. There are many ways a Master may summon a Servant. Either the summoner has a specific artifact for a Servant to try and summon that one specifically, or a mental preference that would draw that specific Servant to them. Many things can influence this. Many Servant's goals for willingly joining in to the war and fighting other heroes, aside from granting the wish of their Masters, is that by coming in contact with the Grail's content when filled will grant them a true physical form, one without need of a Master, thus giving them a second life on Earth. Spells/Schools: This point is a bit complex, as while there's no strictly taught school of magic, or list of spells, there are as many schools as there are families. There is for instance, families who teach their line and students alchemy, spells meant to understand and manipulate the flow and purpose of matter, from something simple like manipulating a bit of string to take on the look and behavior of a bird, to construction of homunculi and the passing on memories directly from one to another. Or there may be those who studied traditional Japanese Shinto beliefs thus, their spells are first written on slips of paper and mimic the qualities of a onmyouji's spells. As for a list of spells, there is no real set limit outside of what one has learned can be used, one may even be able to use their different understandings of the same source of spells to pull of like magecraft from a video game (obviously, nothing approaching True Magic levels). And while all these studies are different and can teach vastly different spells, they can also arrive at similar results. [Example: Four mages step up to a target and say they will hit it with a fireball. The first mage steps forward and, having studied curses, using a word they associate with flames, a fireball shoots from their hand. The next steps up, an alchemist, who manipulates the essence of the air around the target into a substance that is flammable when exposed to air, engulfing the target in flames. The third steps up, takes out a small stone or gem that they had pour the idea of 'fire' into, and at their command, it shot from their hand erupting into flames. Finally, the fourth stepped forward, and wrote in the air a character that translates to 'fire' with their fingers, over from their point of view the target, and thus there was fire on the target.] Homunculus: A creature given birth through an alchemical formula to create life without the use of a womb, instead developed using methods to develop sperm and other elements into a fully functional being, though one can still use similar formulas along with a womb to create a homunculus. There is no real concept of 'age' to them, as they reach needed maturity at creation as dictated by the formula. They are effectively living Magic Circuits, able to perform feats of magecraft beyond what most normal humans can achieve through study and hard work. Their full growth does not take years, and they do not grow further after reaching their physical maturity as well. However, despite the goal of creating one to be a thing that exist as the world does, most homunculi have bitter short lives, either from a mistake or active choice in the formula, or simply using up their admittedly large, but much more finite, storehouse of prana and just, stopping. Mana/Prana: Mana is a general term for the magic force used by mages the world over, as well as a specific term for the magical force that the world generates naturally, whereas Prana is the amount of mana a mage or human produces, both of which can be used for the means of using magecraft, however one's prana is more easily passed through a mage's magic circuits. While one's body can naturally produce a set amount, it can be increased either through training, diet, artificial means of amplification, or even just the mage taking less actions during the day. Magic circuits: The truest mark of a mage is carved on their very souls. Magic circuits are like veins, allowing the manipulation of mana by passing it through the circuits, releasing it as magecraft. However, if one is born with weak, or fragile circuits, unable to pass much mana through them, or a small number of circuits, it could be disgraceful for a family, the child could be seen as a failure, or worse, be seen as a sign of a family line about to die out, as so many do with time. Trying to pass too much mana through them, can potentially burn out a circuit, which not only damage's one's ability to use magic, but can also potentially paralyze one's physical body as well. Noble Phantasm: A Servant is a being with a history, be it a hero, a conquer, a monster slayer, or a murderer. And every legend, has icons that are thought of when that Servant is mentioned. Some mighty weapon used by them to slay a beast, a grand final stage of their lives still spoken of to this day, the creature they slain or were when slain, or even an ideal or phrase that defined their time in the world. These are a Servant's Noble Phantasms, proof of their deeds, marking them as beyond humans, their ultimate Trump Card. However, to reveal it is to reveal fully who the Servant is to their opponent. An invincible warrior of renown, seemingly unwound-able is one thing, however it everyone knew he was Achilles, well... The more powerful or grand a Phantasm is, the more obvious they tend to be identified. Skills: Aspects that are common among many heroes but still part of describing them. You do not need to keep track of the ranks, More Here The difference between Class Skills and Personal skills are class skills are granted to a Servant automatically by virtue of class they are a part of, where as Personal are specifically for that Servant, even if it's a class skill granted to a different class. Command Seal: The mark that distinguishes a Master as a Master, that one has been chosen either before or as they summon a Servant, by the Grail, and the symbol to prove to the summoned Servant of their right to command them. Command Seals can be seen as a tattoo on one's Magic Circuits, as they become part of the Master's physiology, to remove them by force would be similar to pulling nerves out of a person's body in level of pain. They normally come in a set of 3, however more can be granted to them by the officiator of the Grail War if circumstances arise such as a bounty on a Master/Servant who have cause trouble. Along with being a symbol of authority, they can act as actual commands, one each, over the Servant at near True Magic levels of influence, depending on the strength of the mage, and how specific the command is. For instance, even the weakest of mages using a command spell for their Servant to 'come' would result in the Servant, wherever they may be, appearing by their side through near any obstruction, where as a command of 'obey my every command' coming from even the strongest Master would have barely any influence over a Servant. The marks, unique to every Master save for its orange-ish red glow, are commonly found on the back of the user's right hand, however they can be covered up, or on another part of one's body.
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Post by Kogashi on Feb 13, 2023 8:09:20 GMT
Fate/Leave Chaos: Rules Rule 1, Rating and content: Okay not specifically a rule but know that you are joining an R rated game with swearing, occasionally graphically detailed scenes of violence or gore, and sexual content. While I would much prefer for anything that is solely a sex scene between two characters be kept in PMs, if you must have a thread that may start with or devolve into a sex scene please place a warning on the thread's title, and keep as few details as possible ‘on screen’ as it were. Rule 2, No GodModing or the like: There is to be no GodModding, or power playing, or metaknowledge abuse to be tolerated. GodModding being a character being completely unharmable, power playing being in your post putting in what the opponent does or how they react, and metaknowledge abusing being the use of knowledge that the player has that the character does not, such as who an enemy Servant is before they do anything to reveal it, or the character knowing another to be a Master. Rule 3, Character limits: First and foremost, I recommend not making more characters than you can handle at one time. I will allow people to make as many masters and servant characters as a player thinks they can handle, however for Servants I will only allow players to make only one of each of the seven classes Servants come in. At most, one Saber, one Archer, one Rider, so on. And yes, you are allowed to make Masters for your Servant character templates. [If you wish to play a special class role, such as Avenger, Ruler, or some other non-traditional class, you would need first mod approval, and it will cost you one class, obviously of your choice. So, if you had an Archer class, Rider class, Caster class, and Assassin class character, and wanted to make an Avenger class character, you would have to give up your future Lancer, Berserker, or Saber class characters.] Rule 4, Character deaths: Know that this IS meant to be a fight to the death. However, that does not mean death will come easily to any character save for NPCs I make specifically for the players to overcome. Mods will have the last say on if any player character vs player character fight ends in a death, and we will try to work with those involved in the fight. However, also know that when the mod has said 'your character is dead' it will be my final word on the subject. Rule 5, Noble Phantasms: Mkay this might get complicated. When putting down your Noble Phantasm/s for your Servant, also include a category of force of your Noble Phantasm from these choices. - Personal: A magic around their armor, weapon, or self, such as a strong wind around one's sword to hide it from sight, making it harder to guess how long the blade is, or cloaking self in a shroud of fire, making it harder to attack the Servant.
- Anti-Unit: Designed to take on one enemy, perfect for one-on-one battles, quick, often clean, but begins to lose its effectiveness when in a battle royale.
- Anti-Army: A weapon or power meant to take down warriors of an opposing army in the several tens or even into the early hundreds
- Anti-Fortress: A grand strike that can take out a full entrenched fortress, or an army force into the thousands
- Anti-World: At its full power, if used unwisely, the released force could easily danger all of humanity, never mind simply one's opponents
- Anti-Territory: Changing an area or space to either place it under your control, or deny it's use for others, such as setting up a barrier around a building, or turning a back alley into a deep forest.
The larger, more powerful and more dangerous the Noble Phantasm, the longer it takes to use its full power after announcing in a post that you are activating your noble phantasm. Personal NP's will be activated and used in the same post, or even activated before entering into a thread. Anti-Unit must be activated first, and used the following post. Anti-army must be activated in battle, and wait two more posts to unleash its full power, but the Servant can still take action during so. Anti-Fortress, 3 post after activating, however they must remain still while preparing it. Anti-world, 10 for full power. An anti-territory NP's build up time depends on how large of a territory it takes over. And know that when a Noble Phantasm is actually activated, I WILL be watching to keep people honest. Rule 6, Servant Cut off: This is not a rule for the Grail War itself, however for reasons that I've put up with before, I have an era cut off rule for making a servant from, excluding Rin's Archer. No Servant who became famous, their names ‘etched into the Throne of Heroes’ as it were, after the events of World War 1. So, no gangsters from the great depression, no famous characters from the roaring 20s, no military leaders or scientists their mark on history in World War 2 Rule 7, Keep it fun: Do not make this about badmouthing others, or disregarding other's beliefs, or to spread hate speech, there are plenty other places throughout the internet to do that. We are here to create an interesting story in a setting based on the Fate/Stay Night franchise. We are here to play characters and have them play off of others. And we are here to have epic battles that cannot happen in the real life. Heck, some of us might even be here to have an in-character relationship. But for that to happen, this has to be a place people find fun to make characters for.
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Post by Kogashi on Feb 13, 2023 17:54:19 GMT
Fate/Leave Chaos: Character Templates ServantsClass: Which of the seven standard class archetypes, Saber, Archer, Lancer, Caster, Rider, Assassin, or Berserker, is your servant summoned under? Alias: What title or titles does your servant either answer to, or go by to hide their identity to their enemies? True Name: What is your Servant's true name? History: Every servant has some myth behind them, else they would not be legends. Personality: Are they as perfect as their history may suggest, or are they far more human, or maybe more diabolic? Weapon of choice: How do they defend themselves in combat Noble Phantasm: A hero's symbol, and trump card to turn a fight around to their favor. Be sure to include in the description of what your NP does, their 'category', personal, anti-unit, anti-army, anti-fortress, anti-territory, so on. No more than 3 Noble Phantasms to a Servant. [Check rules for more information] Skills: While a Noble Phantasm is the mark or symbol of a Servant, there are still skills that many may have, such as hidden personal wealth, being part divine, the charisma to lead others, a sense of what an opponent's next attack may aim for, resistance to magic, so on [refer to term link to type-moon wiki link for more specifics, am fine with allowing not listed skills as long as explained]. Physical appearance: Picture optional, description mandatory Clothing and Armor: What they wear either in the everyday, disguised as a human, and or what they wear into combat. code version [b][u]Servants[/u][/b]
[b]Class[/b]: Which of the seven standard class archetypes, Saber, Archer, Lancer, Caster, Rider, Assassin, or Berserker, is your servant summoned under?
[b]Alias[/b]: What title or titles does your servant either answer to, or go by to hide their identity to their enemies?
[b]True Name[/b]: What is your Servant's true name?
[b]History[/b]: Every servant has some myth behind them, else they would not be legends.
[b]Personality[/b]: Are they as perfect as their history may suggest, or are they far more human, or maybe more diabolic?
[b]Weapon of choice[/b]: How do they defend themselves in combat
[b]Noble Phantasm[/b]: A hero's symbol, and trump card to turn a fight around to their favor. Be sure to include in the description of what your NP does, their 'category', personal, anti-unit, anti-army, anti-fortress, anti-territory, so on. No more than 3 Noble Phantasms to a Servant. [Check rules for more information]
[b]Skills[/b]: While a Noble Phantasm is the mark or symbol of a Servant, there are still skills that many may have, such as hidden personal wealth, being part divine, the charisma to lead others, a sense of what an opponent's next attack may aim for, resistance to magic, so on [refer to term link to type-moon wiki link for more specifics, am fine with allowing not listed skills as long as explained].
[b]Physical appearance[/b]: Picture optional, description mandatory
[b]Clothing and Armor[/b]: What they wear either in the everyday, disguised as a human, and or what they wear into combat. Master[/u] Name: Include any nicknames or aliases they may go under Age: Obvious Gender: As obvious or not as you like History: Do they come from a mage line? How did they train? How long since the last war did they receive their command seal? When did they decide to summon their Servant? Personality: How do they view themselves compared to others, what is their wish to the Grail, why would they join this war? Magical preference: Do they have a certain style of magic they trained under? Or a kind of spell or element they find themselves leaning more to? Visual Appearance: Picture optional Code Version [b][u]Master[/b][/u]
[b]Name[/b]: Include any nicknames or aliases they may go under
[b]Age[/b]: Obvious
[b]Gender[/b]: As obvious or not as you like
[b]History[/b]: Do they come from a mage line? How did they train? How long since the last war did they receive their command seal? When did they decide to summon their Servant?
[b]Personality[/b]: How do they view themselves compared to others, what is their wish to the Grail, why would they join this war?
[b]Magical preference[/b]: Do they have a certain style of magic they trained under? Or a kind of spell or element they find themselves leaning more to?
[b]Visual Appearance[/b]: Picture optional
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