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Holy Grail War, Heaven's Feel the Third; GW3
Tweet Topic Started: Jun 11 2010, 11:17 PM (1,470 Views)
Post #21 Jun 12 2010, 09:02 PM Kullervo
Well, the standard Master sheet can be used to make a Magus, but the Origin would have to be used. From the last decision, I think it was deemed GM Villains dont use Fate Points in any way shape or form, but they do have Plot Armor and cannot be killed simply; so if you want to build a character, I suggest you read Azedos' explanations here. In particular, the Combat, Details of Prana, Specifications of Chanting, Principles of Magic, Character Sheet, and General information. GM Villains typically get something over the Master assuming Azedos is feeling generous. Only some of that info was updated, like GW3 combat system, but apart from that... Its a good start.

The sheet from last war, modified to suit the one from this war:

---------------------===================----------------------------
Quote:
 

Name: Self-explanatory

Alias/Nicknames/Monikers: Any other names people call you, perhaps not to your face.

Gender: Male/Female/Other(Uhm...better have a good explanation)

Age: How old, etc etc.

Faction: (Association, Family, Mercenary, None, etc)

Alignment: I'm using the typical DnD alignments here. Lawful, neutral Chaotic Good neutral Evil. I.E Lawful Good, Chaotic Evil.

Location/Appearance of Magic Crest: If you don't have one, leave it blank. Only non-registered Magi would not have one.

Elemental Affinity: Most magi only have one Affinity, but it's not unheard of to have multiple. Especially if you are a very talented one, which a Master in the Holy Grail War would probably be.

Origin: As explained in Proposal

Laugh: Some characters have a very specific laugh. Kwahaha? Pukuku? Mukuku? Kihihihi? Ihihihi? Adds to personality.

Theme Music: Your Character's Personal Theme used for the Music Box.

Equipment: It is modern day era, and Master's do get involved in combat. This includes Mystic Codes, which require a detailed description.

Specific Spells/Proficiencies: Any specific spells you can use, and general proficiencies in weaponry. Please include a detailed description of any spells, with what it does and how many lines of chant it has.

Number of Magic Circuits: Maximum number of Circuits is 40, and that is only for magi from a well-established family with a good backstory to cover it. The more Magic Circuits you have, the stronger your Servant will be.

Physical Appearance: What your character physically looks like.

Mental Traits: basic overlook on how your character thinks, etc etc.

Backstory: The better your backstory, the more I'm willing to forgive in the rest of your sheet. I love good character development.


Edited by Kullervo, Jun 12 2010, 09:06 PM.
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Post #22 Jun 12 2010, 09:04 PM Feather
I actually read all of that, but there are still a lot of gaps, mostly just information on the world itself. =\ Is there anything like that? I don't really want to read every post to try and see what goes on. T.T
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Post #23 Jun 12 2010, 09:09 PM Kullervo
World itself... If you'd narrow it down a little, I could provide whatever information I can. I mean, the setting is Fuyuki City, as you probably know. I have a map somewhere if anyone is interested in that - there are numerous factions such as the Mages Association, split into three branches, the Sacred Church, and I guess the Dead Apostle Ancestors.
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Post #24 Jun 12 2010, 09:14 PM Crimson Knight
It really helps if you've at least read the Fate/Stay Night visual novel. It helps a lot with understanding the basic principles and background of the war.
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Post #25 Jun 12 2010, 09:29 PM Kullervo
Now that I have permission, here's your info:

http://tatari.110mb.com/fuyuki/
http://typemoon.wikia.com/wiki/TYPE-MOON_Wiki

Trust the first over the second if they conflict.
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Post #26 Jun 12 2010, 09:53 PM Manticoran
Yah, the first is much more annoying to find information in, but is generally much more reliable. :)
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Post #27 Jun 12 2010, 09:58 PM Feather
OoOoo... Okay.

Soo, would that character sheet thar be for Villains too? Even though I don't think I'd be much of a villain, I'd certainly be an obstacle. =\

And that is a LOT of stuff to study. =\
Edited by Feather, Jun 12 2010, 10:06 PM.
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Post #28 Jun 12 2010, 10:06 PM RTMX
I sent Azedos a PM regarding my "villain." Now, I'm just waiting for a response from him
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Post #29 Jun 12 2010, 10:21 PM Azedos Sen
Whoa, like, hey. This has hype or something? Huh...

Well alright then. Kudos goes to my lovely assistant Kaivin for lasting this long, he might not have my flair for the comedic but you can't argue that he can lay the facts straight.

So you want to join the Holy Grail War! Excellent, I think you'll find it a rich and rewarding experience full of many life lessons. Key among those, Don't trust anyone but yourself, Always look out for number one, and who could forget, Stab everyone in the back whenever it's possibly convenient.

All joking aside, I'm glad and somewhat surprised that this has seen such hype, even outside of those who already expressed interest. Since what people seemed so interested in is the GM Villains, I'll try and outline the basics here, but please remember that I'm pretty much always on AIM/MSN and I'm perfectly willing to sit down and answer any questions you have.

As Kaivin has mentioned, a GM Villain is any obstacle that could possibly interfere with the players interests. Contrary to widespread belief, they don't have to be evil, or particularly cold-hearted or anything. It could be that their plans just happen to get in the way of the war, and thus the players. However, they all share that singular quality, of being an obstacle.

In a way, playing a GM Villain puts you in almost the same position as an Assistant GM. They were, of course, originally created to be played by specifically those people. However, as much as I'd like to promote everyone who is interested to the position of Assistant GM, it does require a certain level of knowledge of the world and it's mechanics, not to mention having played the visual novel.

But, I'd like not to exclude people simply for not having written an extensive thesis on the subject of the Nasuverse, that'd be just lame of me. So, Kaivin has had the brilliant(He gets one of those about every thousand lame ones) idea of allowing independent GM Villains. I feel like I'm rambling here, I just spent like three paragraphs explaining what he's already said.

Ahem, for some new information. I work much better in a real-time environment. Possible factions that a GM villain can be from: The Church, the Mages Association, Rogue Magi, Other. I am in charge of the Church, Taco is in charge of the Association, Kaivin is in charge of the Other. And Rogue Magi are just...well Rogue Magi, so talk with any of us.

As Kaivin said, the normal sheet can be used for a GM Villain, with the exclusion of a few sections, I.E Theme music. Really, talking with a GM personally is the best way to find out information. Oh and of course visiting the wikis that Kaivin posted.
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