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Holy Grail War, Heaven's Feel the Third; GW3
Tweet Topic Started: Jun 11 2010, 11:17 PM (1,465 Views)
Post #1 Jun 11 2010, 11:17 PM Kullervo
Disclaimer: I am posting this for Azedos, since he is busy. I may have forgotten some or all important parts; in the event that I did, he will edit this post or add more after it, so fear not.

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Holy Grail War, Heaven’s Feel the Third.
Let us greet the New Revolution.

The Holy Grail War has seen some changes this time around; numerous things which were deemed not to have worked too well were removed. Amongst these are the limitations of spells per post and the speed of chanting; all fights now possess a different setup overseen directly by a GM. A new system had been created to introduce more dramatic elements into the War, force character development and numerous other matters, and, most importantly, avoid the 1-shot-kill scenarios that seemed to be so unpopular back in the Second Heaven’s Feel. While we do not promise immunity, there will be no more such situations – provided, of course, you use the system correctly to do so. Failure to do so may result in fatal consequences, so please; don’t go without sleep or food the whole war, refuse to talk to your Servant, or treat every single thing as a threat against your life. The Third Holy Grail War also has a greater involvement of the school; while we do not force you to be a teacher or student, it is the easiest spot to interact with other characters, which is greatly to your advantage both for strategy and the newly created system. And now, without further ado:

The Fate System

System essentially representing a characters ability to Screw Destiny. Basically, people will live longer the better/more badass they write. Also includes character development, but who actually expects that these days? Ha ha...

Who indeed? Well, now you will just have to, if you want to live past those Instant Death Moves that undoubtedly the lot of you stocked up on. The War will not end in three days like last time, so be prepared: You’re in this for the long haul.

Each player has a pool of points called, aptly enough, Fate Points. Each player starts with 1 point in their pool at the beginning of the war. If at any time, any GM feels that a particular action was badass enough/in character enough/well written enough to warrant a point, said GM will award a point to the player. (It should also be noted that proper portrayal of your life/well-written posts will also gather points; just because you’re a badass doesn’t mean you can go 2 weeks without food or sleep.) These points can be used in either of two ways. The first use is to spend a number of points, and gain the ability to survive any attack. A GM will take over and explain how exactly you survive, and in what condition, but survival is guaranteed. Note that in any instance of fighting with a Servant, points will most likely be needed to continue surviving. Also, points may be spent to get out of certain other status effects that may or not be obvious. If you are ever confused as to what spending a Fate point can get you out of, consult a GM and he/she will clarify. Further note: the (thus far) exact price for dodging a deathblow is 1 Fate Point, whereas surviving a Noble Phantasm will be a minimum of 2 and up. Applying to both: should said attack or Noble Phantasm be an ambush, an additional Fate Point will be required to avoid death, unless the Servant the target possesses has a detection ability – there are certain other variables which will be explained on the spot.

The second of these two ways is to spend a point and cause an attack to be undodgeable. This means that unless the enemy also spends points to dodge, they will be hit no matter what. As a tangent to this is the Designated Protagonist/Antagonist system. Finally, Fate Points can ONLY affect you, the Player Character. You cannot use Fate Points to save your Servant, favorite dog, or butler, or make their attacks undodgeble. Final note: there will be a catch in the system that will prevent Hoarding points; it has not yet been decided how this will happen, through point decay, a hard cap, or something else.

Designated Protagonist/Antagonist

At the end of each in-game day, all GM's will convene and vote on which character they thought was the coolest/best written/ most emotional etc. The character who gets the most votes will be granted the title of "Designated Protagonist" for the next day. While they have this title, anytime that character earns a fate point he/she will earn double the amount. This title is a reward for being cool/well written, and as a reward you get a measure of plot armor relative to how cool/well written you are. Of course, just because you are voted Protagonist for one day doesn't mean you'll stay the Protagonist, so don't slack off just because you got it. This is basically a chance to stock up on those Fate Points which you will sorely need to survive, much less win, so if anything, becoming the Protagonist should mean that you must work harder to maximize your limited time advantage. Keep on your toes – people may decide that you are also the Kill On Sight of the day.

And of course, where would a Protagonist be without an Antagonist. This title functions almost the same as the Protagonist, being voted on at the end of each game day. However, to be the Antagonist not only requires good writing/badassness, but also a sense of evil. Where as the Protagonist could be any character, the Antagonist must act in a immoral fashion. This is of course relative, and even goody-two shoes can get this title if they act bad for a day, but that's the gist. However; petty evil deeds will get you nowhere. You can’t just go randomly kill things, you need to do something that falls within the evil alignment with style, else make said event truly monumental. Use your own sense of good taste here, that is all the advice we can give you if you are going for this title. Instead of doubling the Antagonist's gain however, there's a twist. Whenever the Antagonist is rewarded a point, he takes it from another player. This player is chosen at random by a GM.

The Music Box

This here is another corollary to the Fate system. It represents the common trope of "Theme music powerup" that I enjoy so much heh. Now, all character sheets possess a section called "Designated Theme Music". This piece of music is your characters 'theme', a piece of music that represents them/fits them/you like personally. Once you pick this you can't change it, so choose wisely.

In addition to your standard Fate Pool, you each have a Music Box. This is representative of an investment. Whenever you get a Fate Point, you can choose to either put it in your Pool, or invest it in your Music Box. Points in the Music Box can't be spend on normal fate activities, and instead act inert. They can be stolen by the antagonist, but only if you have no points in your normal pool. After points have been invested in the Music Box, a new option is opened. Whenever you feel that a situation is particularly dire, you can tell a GM that you are going to activate your Theme Music Powerup. Basically, you play your theme music during whatever scene, and for the duration of that scene, you act as if you had double the fate points invested in the Music Box, in addition to whatever points you have in your normal pool. These points can be spent on any normal fate activity, but once the scene is over all left-over points vanish. Use this option with caution.

The Combat System

As was mentioned at the start, due to the Fate System’s effect, many things have been discarded and new things that were imbalanced before now allowed, as those who signed up undoubtedly noticed. The previous combat system was a little too clunky, so it has been completely destroyed; from now on, there are no limitations on how many spells or actions there are per fight, even if you’re using 3x10 Line chants.

The idea is that once a fight is initiated, both participants are invited into a chat room along with a GM presiding over the fight, who will act as the judge and mediator between the two sides. He is there to document actions and make certain things don’t spiral out of control. When you wish to cast, or perform an action, say so in the chatroom, and it will be taken note of; the GM will deem if your chant finishes or not, and the effects of your attack, if any. Please note that once an action has been done, it cannot be undone; you will be asked if you’re certain you want to perform certain tasks. Your opponent then replies in kind. This continues until the GM or players deem the fight to be over, either by death or surrender/retreat. After that, the players use the events which happened in the chatroom to construct a series of actual posts, without deviating from the scheme. The handling of Fate Points also happens in the chatroom for the most part. Players are highly encouraged to make use of music for their combat (as well as other) posts besides their Music Box Theme, as this also has a high possibility of getting you Fate Points. Besides this, all other Nasuverse rules stay in effect, and will be explained further in the RP itself.

Miscellaneous:

Additions to the character sheet:
One of the new fields for the character sheets is called the 'Origin' field: To explain it briefly this is the beginning point from which an individual soul stems, and the pillar which supports the existence of that individual. The way they are written is an action which describes the way/path one's life takes from birth. They may be double (Severing & Binding) or singular (Stillness),with the double ones being rare; they do not change once they are 'set'. Its is also generally believed that even someone with no talent for thaumaturgy, lack of circuits, or affinity may cast spells by using their Origin. Please note: An Origin is not your elemental alignment, it is instead driven by direction, such as performing a task (verbs not just nouns). Some examples which had been used include: Taboo, Stillness, Consumption, Void/Nothingness, Worthlessness, Normality. If you are not certain your Origin makes sense, check with a GM, but usually it is simply describing your character's way of life/morals in one word that can bu used as a verb or action. Origins also have other uses: prana costs of spells and prana-costing actions are discounted if they are related to the Origin. The Origin may also be used as a weapon in certain situations provided you figure out a way to 'force' its concept on others. As an example, Emiya Kiritsugu removed 2 of his ribs, ground them into dust, imbued that into bullets of his Mystic Code and forced the effect of his Origin on his target. Because his is a paradoxal Origin, the Magic Circuits of the target burn out, and any magus hit by that bullet loses any ability to perform thaumaturgy or channel prana. Naturally, each Origin effect is unique.

The Players

So far, all Master Positions have been filled, and all Servants are accounted for, but more GM Villains are always welcome as far as I know - at least I know Azedos did not say anything to deny that. GM Villains are characters that are not directly involved in the War but are allowed to interfere at their own risk. You are considered obstacles to the rest of the PCs but are free to make alliances with them or between yourselves. It is unlikely you will be able to steal a Servant, but more information will come on that point as Azedos comes back.

GM Team
GM: Azedos
Assist GM: Taco
Assist GM: Kaivin

The Masters:
Bushkiller20
Crimson Knight
Silk
Fareoem
Manticoran
Ultima
Grunt_of_War

That is all I can think of for now, including things Azedos had already provided. More to come as the deadline nears.

EDIT1: Clarification about hoarding Fate Points, GM Villains, the players, and a new addition to the Character Sheet.
Edited by Kullervo, Jun 12 2010, 04:12 PM.
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Post #2 Jun 12 2010, 02:09 PM Feather
I'll join. O.o
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Post #3 Jun 12 2010, 03:20 PM RTMX
It looks interesting. I might join.
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Post #4 Jun 12 2010, 04:15 PM Kullervo
Small update on the proposal.
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Post #5 Jun 12 2010, 04:27 PM Feather
Well... That's sort of fawking lame that no one else can join. W/e then.
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Post #6 Jun 12 2010, 05:02 PM Kullervo
As Servants or Masters, no, that was decided a while back. GM Villains are welcomed as far as I know.
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Post #7 Jun 12 2010, 05:05 PM Feather
Seems kinda like a waste, no offense, but from what I read, unless you have a servant you're shit out of luck and basically useless, besides, if you're not even a Master(?) what the hell good are you? The instant someone even looks at you funny you'd be dead. >.>

Unless I am mistaken?

Cuz... it sounds like its basically, you see someone and battle breaks out instantly or something...
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Post #8 Jun 12 2010, 05:19 PM Vlancer
like
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Nid killin'; Fun for da whole horde
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Post #9 Jun 12 2010, 06:21 PM Kullervo
Being a Master doesnt mean you're less squishy then a normal Magus. It just means you have a backup Spirit Familiar. GM Villains typically are more powerful then any Master char to compensate.
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Post #10 Jun 12 2010, 06:40 PM Ultimus
Most of the masters showed interest almost a year ago. I just checked my IM logs and Kaivin and I were talking about GW3 back in November. This is a system that Azedos just came up with this war. And most of us were locked in back at least six months ago like Kaivin said.

Was this to stomp anybody out? No. It just ended up being one of those things where most of the masters from GW2 reupped and others happened to hear the right thing at the right moment. Historicly and in Nasuverse canon there are only seven legitimate masters. Now there's always been a cheater or two in canon but generally there's never been more then eight servants in service at one time.

Also, this is not your standard RP. Months go into building a character. It's not something that we put together in a week or two. Most of us have had partial or complete sheets for at least two to four months before GW2 even completed. Also, you have to almost have a masters in comprehension of Nasuverse to build a decent character.

You have to have a working comprehension of how Heaven's Feel works and it also helps to have knowledge of Thaumaturgy. The latter is usually provided by Azedos as he does try to cover as much as he can. But it also helps to know as much as you can.

But as I said before, this was not done purposely. It's not like we all sat around and said 'let's fuck with everybody' and did it. So please don't pound on Kaivin so much. He's just doing what Azedos told him. If you have bones to pick wait until Azedos makes himself available. Have it out with him.
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