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| Welcome to Sectarians of Eliraihah.. We are a group of those striving to create a utopia for roleplayers and writers alike, and provide a shelter from the normal confines of society. On our behalf, enjoy yourself. Your friendly overlord, --Crimson Knight |
| The Fate System; Your survival depends on it | |
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| Tweet Topic Started: Jun 17 2010, 06:46 PM (269 Views) | |
| Post #1 Jun 17 2010, 06:46 PM | Kullervo |
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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. 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. Limits/Decay System: There is no limit on how many Fate Points you may possess at once, nor any limit to how many points you can put into the Music Box. The only limits are your own writing ability, and the Decay System, which is as follows: If for a single day, you do not use Fate Points, then at midnight that same day, you will receive what is called Point Decay. Point decay takes away 20% of your total Fate Points, rounded up, the first time you receive the condition. If you do this again, then the next time the demerit is 40% - as you can see, it will increase by increments of 20% for repeated offenses, locking at 100%. This total is subtracted from your total pool of points (not the music box). This is subject to change throughout the RP. Note that it is impossible to get negative Fate Points. If a situation arises where this would happen, you simply have 0. Consequently, you may NOT overspend points to go into negatives. 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. Whereas 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. Edited by Kullervo, Jun 28 2010, 06:12 PM.
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