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Holy Grail War, Heaven's Feel the Fourth; This Is A Fight To Change The World
Tweet Topic Started: Mar 3 2012, 04:26 PM (503 Views)
Post #1 Mar 3 2012, 04:26 PM Kullervo
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Holy Grail War, Heaven’s Feel the Fourth
The Wheel of Fate is Turning


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. The system created in Grail War Three will be used, allow 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(deadly), or treat every single thing as a threat against your life. The Fourth Holy Grail War, unlike the Third, is more focused on the involvement of NPCs and their Factions, while the Third had the element of school. And now, without further ado:

The Location:

Kyoto, Japan.

When:

April 20th

The Fate System


System essentially representing a characters ability to Screw Destiny. Basically, people will live longer the better/more badass they write.

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. 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.

The Music Box


This here is another corollary to the Fate system. It represents the common trope of "Theme music powerup" that we enjoy so much. 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. They are unique, so contact us and reserve them, if you care enough about that.

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. 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 Factions System:

The Fourth Heaven’s Feel’s setup is very different from the previous Wars: Here, it has been decided that simple Servant-Master and Master-Master character development is not enough. We will instead provide a multitude of NPCs to make the city seem more believable and give you a more atmospheric feel. Be warned, however, everything you do has consequences. Some might hate you, while other will like you, for the same deed.

Magus Association: The magi association had sent a total of five representatives to keep the order, lead by a prominent member of the MA, Wizard Marshall Makiri Shinzouken, commonly known by his rank, Black. After the incident at Fuyuki, the MA had taken a very severe stance on the Holy Grail War, effectively refusing the Sacred Church the right to participate, which after some time had turned into allowing a single member to remain as a token gesture of good will.

The Sacred Church: Their presence is extremely diluted and limited: After all, Kyoto is one of the major strongholds of magi, a place which is the most magically charged in Japan. Only one member of the Church lives here, in a type of exile. Rosario Agro Baltasar Bernardetto Tomaso Fortunato Renato-Maria del Vicente Vasco, usually known as Rosario, is a cheerful, lighthearted man, whose will is about as easy to budge as a mountain, and about as subtle as tactical nuke. His view of the Sacred Church, in particular the Assembly of the 8th Sacrament, and the Burial Agency, is very low, as he sees them as taking advantage of their job to become adrenaline junkies, and gaining pleasure from their job. As for the Agency, their very existence is revolting to him. He was sent here a good ten years ago for being particularly vocal.

The Dreamers Cult:
Those who wish for things that ought not be. They will reveal the truth to the world and behold the ascension of their Chosen. Not much information is known about these people or their organization, but on the outside, they seem harmless enough, distributing leaflets to people and holding speeches. In Kyoto, however, as soon as they’ve arrived a year ago, people have begun to turn up missing. This is not particularly alarming, as this is, after all, Kyoto, and people do go missing all the time, but it is becoming somewhat regular. Perhaps it is worth investigating?

Karyu Enterprises: The company that practically runs Kyoto, not to mention a large market share of the economy. Has strong ties to government, and are also the largest Demon Hunters Clan in Japan. The head/CEO, Karyu Tengiku, is a harsh, relentless young woman who only graces the world with her smile when she looks at her younger brother. Her younger brother, Karyu Kokuten, is known to have a strange reputation, with specifics never mentioned. He is known to adore hunting and ignore any semblance of carnal pleasures. Officially, his position in the company is CSO, while in the Clan, he is the Successor, though their demon-hunter roots are mostly abandoned by most as they do not generate a profit, and are reduced to a martial art. Also notable are Karyu Sanosuke, who is considered the black sheep of the clan despite being the vice-Chief Security Officer, and Muraken Reimaru, who is the head of the Research Commitee.

The Kishu: Demons. Oni. They have many names, but ‘kishu’ is the most widely accepted ones. Half-bloods and full bloods alike can be found here, and this is the faction with the most varied, disorganized scheme, as they are joined together extremely loosely, and their positions greatly vary. Finding them is not the tricky part: They will find you, if you are needed. Supposed to be at war with the Karyu Clan but the latter do not care much, or at least, seem to care much.

Rewards:
As you assist these various factions, you will gain differing rewards, depending on what you may have accomplished. Be warned, there is almost no ‘pure’ alignment faction, so pick what your character would do should he or she wish to gather information and obtain allies freely. Be also warned that every choice has a consequence, and everything you do will affect the city in some way, though the impact will differ – naturally, the jobs and rewards also differ, ranging from anything like small hints to information to various amounts of Fate Points, though of course, this isn’t the full range of what you can obtain.

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 be 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. NOTE: Being fully aware of your origin causes mental instability and near insanity, as it forces you to live by it. Case in point Consumption, which caused the boy who had it to become a near-mindless cannibal.


The Families


Tohsaka: Having lost their Land, the Tohsaka are in a period of decline: their position in the Clock tower is slightly diminished, as is the respect they used to enjoy. However, they did not lose any members, merely assets, unlike the unfortunate Einzbern. The current Heir is Tohsaka.... Umm. Someone who Silk wrote.

Einzbern: By far, the most unfortunate of the Three: the Einzbern were nearly wiped out when thier exile Homunculi Maker turned Dead Apostle, Dietrich von Einzbern, had massacred the entire elder population of the Einzbern as retribution of their betrayal of himself, which eventually lead to the tragic events of the 2nd War. For approximately 50 years, the Dead Apostle had been using Reinard von Einzbern as his personal puppet Head of Einzbern. Now, with the vampire’s death, Reinard has been freed of his influence, but his attitude as far as the Head goes seems to continue along the same lines. A vicious, ruthless man with a slight streak of insanity.

Makiri: Oddly enough, the Makiri have made it out of the mess of the last few Wars relatively unscathed: Both Makiri Haruka and Fujimura Makoto have successfully fled the city, and returned to the Makiri ancestral home after being questioned by Black. What went on beneath the roof of the house is unknown, but Makoto stayed for a while until her sister recovered, and left shortly after in direction unknown, with Haruka becoming Head of Makiri.

Aozaki:
The Aozaki clan isn’t in a great spot at the moment. Despite having extensive influence and being very respected, their teenage heir and her sister are currently in the process of escaping from home. This puts their father and current head, Aozaki Kanzaki, in a particularly troubling place. As far as the control of the Land goes, he has granted Makiri Shinzouken, aka Black, immediate access to administration of it for the duration of the War.

DUE DATES

Profiles Due, Final Deadline: April 1st
Drafts before this date are appreciated, however.



The Players


The players will be, should the need arise, be chosen on how fun/interesting the profile is, to keep it fair and in line with the veteran players. Thus far, the list is:

GM Team
GM: Kaivin
Assist GM: Azedos
Assist GM: Silk

The Potential Masters:

Grunt_of_War - Bio received
Bushkiller20 - Bio received
Crimson Knight - Bio received
Ultima - Bio received
Sgt. Tacoz - Bio recieved
Kagu - Some progress
Kei - Bio Received
Kalcurz - Nothing
BaronArawn - Bio Recieved
Rev - Bio received
Assie - Bio received

WARNING: People who dont know the basic rules to the war, these will be up when the thread is actually posted, in the Meta Section. For now, please take note that every single detail about your character should be secret, as the war greatly depends on how much you know and how little others know.

The Character Sheet:

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. If your appearence age differs from your actual age, appearance age followed by actual in brackets.

Faction:
(Mages Association, Sacred Church, Rogue Magi, Karyuu Enterprises, Dreamers Cult, Kishu) These are subject to change throughout RP, meaning you are not locked into one, depening on circumstances. A priest(Who has no business in Kyoto, actually) is not about to join the MA, but a Karyuu could become a cultist. So uh. Dont make priests. Or nuns. Or anything of the sort, you'll be ejected from city. Aligning with Church is fine, just explain to me why.

Alignment:
DnD Format. Lawful Good/Lawful Evil/True Neutral/Chaotic Good/Chaotic Evil/Chaotic Neutral/etc

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.

Sorcery Trait: Rare as they are, some families do possess these - hereditory traits what accomplish strange things, like have 2 heirs instead of 1, the Einzern's spellcasting without possessing the knowledge of the spell itself, Sakura's Imaginary Numbers, and Fraga Clan's ability to use Fragarach.

Origin: Explained in the Principles of Magic, if you do not understand or have some doubts, contact me on AIM/PM/MSN/Steam

Laugh: Some characters have a very specific laugh. Kwahaha? Pukuku? Mukuku? Kihihihi? Ihihihi? Adds to personality but not required.

Theme Music(only for Masters): 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 (Maximum of 2, usually 1. Consult GMs if you want more). To understand more, look at the General thread.

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. This includes the spell inside your Crest.

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. There are exceptions, but they are rare. Format is natural number of circuits followed by amount in crest. Please include your total count of prana. The older the family, the more you will have. 400 years is consider 'young', by the way. 1500+ you will get about 800 or so prana, subject to change, and depending on case by case basis, as Homunculi, for example, have more than usual.

Physical Appearance: What your character physically looks like.

Mental Traits: Basic overlook on how your character thinks, his or her personality, morals, etc

Backstory: The better your backstory, the more I'm willing to forgive in the rest of your sheet. I love good character development. This includes your past, how you got to where you are, and acquired your skills.


Edited by Kullervo, Mar 29 2012, 07:19 PM.
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