Nasuverse Fate/Initiative Roll

grant

Well-Known Member
#26
Don't forget things like equipment and Magic Circuits. In game terms Rin probably had a few bonus spells and stat increases from everything at the mansion, which could be balanced out by the fact that the Tohsaka family was constantly struggling for money.
As for the circuits, I'd suggest having an old family one locks you into certain fields with a lot of penalties if you try the opposite ones. What would Rin's attack spells count as? Evocation?

You could also use it as a bit of backstory. Shiro only had that skill with Conjuration* because he spent so many years focusing on it. Rin on the other hand spent those same years studying a couple different fields. Backstory isn't necessary but it does help make games more interesting (i.e. the interest Kotomine -younger- and Emiya -older- took in each other in Fate Zero).



*Lets call it that for the sake of sanity.
 

firestorm

Well-Known Member
#27
Emiya Shirou:
WS: 60
BS: 65
S: 65
T: 70
I: 70
Wp: 55
Sg: 70
Nv: 90
Ld: 65

Equipment: none
Abilities: Avalon, Reality Marble, Magecraft (Conjuration 10), Command Mantra

Avalon: Shirou holds the third Noble Phantasm of Servant Saber, Avalon. Shirou counts as having Battle Continuation A and Regeneration A as long as he holds Avalon within his body.

Reality Marble: Unlimited Blade Works. Shirou may always open Unlimited Blade Works with no roll, as it is a manifestation of his soul. However, it requires three action points to open, as it requires an incantation. Once Unlimited Blade Works is open, Shirou may equip himself with any weapon he has seen for no action cost. Reproduced Noble Phantasms always lose a rank. At the end of every turn, roll against Shirou's Wp, with the bonus from Conjuration points (as UBW is a Conjuration-class ability). If the roll is failed, Unlimited Blade Works closes and all weapons summoned from it disappear, due to Shirou running out of prana to sustain it.

Command Mantra: Emiya Shirou is the Master of Servant Saber, Arthuria Pendragon, and as such holds her Command Seals.



Tohsaka Rin:
WS: 80
BS: 75
S: 55
T: 60
I: 75
Wp: 85
Sg: 80
Nv: 80
Ld: 75

Equipment: Azoth (knife), A-rank stored spells (10), Magic Crest (Evocation)
Abilities: Magecraft (Evocation 8, Abjuration 5, Conjuration 5), Command Mantra

Command Mantra: Tohsaka Rin is the Master of Servant Archer, Counter-Guardian EMIYA, and as such holds his Command Seals.

...or something like that. I obviously intend to elaborate on just what bonuses these specializations and w/e give, but right now is just ideas.

And yeah, Rin's definitely an Evocation specialist, considering that part of Evocation is sending elemental energy into the world and she can use all five elements.
 

firestorm

Well-Known Member
#32
Wow, it's good to know that it's not just me and grant here :p what does everyone think so far?
 

grant

Well-Known Member
#33
I also would like to ask some more experienced gamers here to comment on this.

The stats look good. I would give Shiro some levels in technical knowledge, archery, and kendo, maybe list the exact number of Command Spells a magus has, and put in a few mental problems (minor). For a game not set in Cthulhuverse a lot of the characters have some problem.
Firearms would probably be very rare in this setting (strict laws and policing combined with poor knowledge of technology among magic-users), and the effects of an unprepared magus getting hit by a bullet should be big (and would attract a lot of attention that they are supposed to avoid).
Maybe some police problems or penalties should be made if they decide to go on large scale killing sprees to power up quickly. Not out of morality, but because if they stick around in strange situations word can leak to other players (like a friend mentioning the beautiful woman at his temple, or the number of gas leaks in an area pinpointing their location).
Also you probably can't find seven players for a game but maybe four or five who are explicitly told that they are trying to kill each other along with some paranoia-inducing measures (whenever they visit an allies house they are told to make an Initiative or Willpower role just to unnerve them).

For spells how well would the Inquisitor psychic powers work?
 

firestorm

Well-Known Member
#34
Not well. Daemonology is right out, and the other four schools, Telekinesis, Telepathy, Pyrokinesis, and Biomancy don't suffice for this. I mean, what the hell would you classify Gradation Air under?

As for the setting, I was thinking that each week would count as a game day, with players getting 4 actions, 2 at day and 2 at night, all of whom report their actions separately to the GM, having to first use day actions then night actions. When two players come into the same square, the GM determines what happens, given the circumstances, then acts appropriately. For example, he might tell Assassin's master that there are a Master and Servant pair in the area and what they look like, while he would only tell Berseker's master that there is another magus in the area. Of course, nobody knows each other's characters, hence even more paranoia, particularly about running into Assassin or Caster.
 

firestorm

Well-Known Member
#36
Stored spells. A generic term for Rin's gems, as other storage mediums for spells may be available.
 

grant

Well-Known Member
#37
Not well. Daemonology is right out, and the other four schools, Telekinesis, Telepathy, Pyrokinesis, and Biomancy don't suffice for this. I mean, what the hell would you classify Gradation Air under?
Biomancy could be partially translated to Reinforce, pyrokinesis to all those absolutely useless attack spells Rin loves to try. Exactly how powerful are psychic powers in Inquisitor anyway? With the lack of guns magic would be the weapon of choice.

Another option is just taking every spell shown in Nasuverse (which I won't be able to do myself for a while, I had to get a new hard drive installed and Demonoid went down right after) and put some numbers on them. Play around with those in a test game and decide what works. Hell, if we can get four people here interested we could have a test game online in a couple of weeks.
 

firestorm

Well-Known Member
#38
They're fairly powerful. Fireball does a good amount of damage, around as much as a bolter round, while something like Storm of Lightning is great for crowd control. Not extremely powerful, though. I've heard about Chaos powers, but I've never read the supplement for that. In FSN Grail Wars magecraft would obviously be a lot more potent.

I'm pretty sure the original 8-school system works better for this setting. Just keep it to 5-6 spells per school, and let power scale with effect. Want to reinforce something? Are you going to give a dull sword an edge, or are you going to make a shishkabob?

EDIT: something like this:

Evocation:

Level 4 spell: Magic Bolt
Difficulty: 10
A blaze of magic spews from the caster, cutting towards the enemy. Magic Bolt is a ranged psychic attack with the following profile:
Type: Psychic
Range: 10
Shots: 3
Damage: 3D6+4
Additional effects: the caster may choose to add an element to this spell for an increase in difficulty equal to 10-(proficiency in element).

So with this you have a generic magic attack equivalent to a pistol that can be further altered to the caster's tastes.

Explanations: 'Difficulty' is simply the modifier to Wp when casting. Difficulty 10 means you roll against Wp-10. Of course, you can spend an action concentrating to give you +10, and your proficiency in the Evocation school will also give you a bonus here...see what I mean?
 

grant

Well-Known Member
#40
I thought you were busy working things out. Got any ideas so far that need review?
If you give me a couple of days to slug through the rulebook I can try make a few characters and a sample spell book to test.


Edit.

For the spell, it doesn't look game ending as much as something that would put a Master down for a while. As a note on your previous mention of Wp usage, servants like Assassin also have lots of tricks to use don't they?
 

firestorm

Well-Known Member
#41
I just finished my SAT, so I've been relaxing for a day or so. Just wondering if anyone was going to say anything about the spell :p

The core mechanics, i.e. movement, cover, shooting, close combat, damage...is all using -I- core rules, which makes it a lot easier. Of course, guns are VERY rare in FSN Grail Wars, and you better have a good backstory for the GM to get him to allow you to have one. Close combat is brutal, as we can expect from 40k game mechanics, and allowing any Servant other then Caster and possibly Archer into close combat is a BAD IDEA. Let's put it this way. A Saber with 200 S can punch a normal human in the face and that human is either in system shock or dead. Berserker with Mad Enhance simply skips the system shock part of it and goes right to dead. On the other hand, a Caster with a weak human's T stat is squishy squishy even to well-trained humans (in UBW, if Souchiro hadn't intervened, Rin would have demolished Caster). Archer, Lancer, Rider, and Assassin are somewhere in between, with Archer and Assassin definitely on the weaker end of the spectrum.

I'm wondering about prana limits, which don't have an equivalent in -I-, as psykers are just conduits for warp power. I'm toying with the idea of linking prana to Wp, which works for humans. For Servants, I'm not sure. I might institute a 'Prana' stat in character statlines and a prana drain mechanic based on the strength (physical stats added up) of Servants, which would let me vary it for each class. For example, Berserker would be murder on a Master's prana supply, while Assassin or Archer would barely draw any. Then I could add a prana cost to all manifestations of miracles, which would let me un-abstract Reality Marbles and Noble Phantasms (so UBW would be a breeze to open, but the prana cost would be murder, and likewise for, say, Excalibur, which Saber apparently can use at will, but which will drain her prana enormously).

Prana drain would be a function of the S, T, and I of Servants, so Berserker, with 200 S/T and 100 I would cost 100 prana a day to maintain with (S+T+I)/5. Archer, in comparison, would cost around 60 prana a day to maintain with the same formula, but with Independent Action A, it would be reduced to, say, 30 (x0.5). The drain is taken from what the Master can provide, with the Servant's prana pool being used as a battery, either if the Master wants to give the Servant more prana then needed to 'Ubercharge' them so to speak or if the Master is incompetent (like Shirou) and can't pass along prana. Of course, there will be a mechanic for characters to spend actions to transfer prana with each other... ^_^
 

firestorm

Well-Known Member
#42
grant said:
Edit.

For the spell, it doesn't look game ending as much as something that would put a Master down for a while. As a note on your previous mention of Wp usage, servants like Assassin also have lots of tricks to use don't they?
That's the point. Not the most powerful spell in the book, but pretty useful. A game-ender might look like...

Destruction:

Reality Marble: Depletion Garden
Difficulty: n/a (Reality Marble)
The Reality Marble of Yumizuka Satsuki, it drains the mana from an area, preventing magi from casting spells utilizing mana within it.
Type: Reality Marble
Range: 30 (Area)
Shots: n/a
Damage: n/a
Additional effects: All spells cast within Depletion Garden cost five times their usual prana requirement.

:D

And true re. Assassin and Wp. Trying to resist Delusional Heartbeat in particular could turn out much like fighting a Farseer over Mind War in 40k...
 

grant

Well-Known Member
#43
How exactly would using a Reality Marble work? For Shirou and EMIYA it was just chanting a spell, is that true for all of them? Also, unless you want the Masters fighting at the level as the Servants it might be necessary to either ban Reality Marbles or make them unpractical.
 

firestorm

Well-Known Member
#44
Given that the only Reality Marble we see in FSN is UBW, I'm going to make it cost actions for the chant and auto-activate. Does anyone know how Depletion Garden activates?

As for Reality Marbles, I'm categorizing them as Noble Phantasms, which Masters need the Living Weapon trait to use. Living Weapon, of course, is worth a LARGE number of points in the 'ready for battle' system, which suggests STRONGLY to the GM that the Master/Servant combo need to be nerfed in return, for example Shirou's inability to transfer prana to Saber or Bazette's generally crappy servant.
 

firestorm

Well-Known Member
#45
Alright, so after almost a year of me forgetting this thread...here be table of Servant skills! (taken from TMW)

Class skills:

Independent Action:
A: The Servant requires no prana, other then for use of a Noble Phantasm. Restricted to Archers.
B: The Servant may act for two day/night cycles without prana, other then for use of a Noble Phantasm. Restricted to Archers and Assassins.
C: The Servant may act for a day/night cycle without prana, other then for use of a Noble Phantasm. Restricted to Archers, Lancers, Assassins, and Riders.
D: The Servant may act for the next day or night without prana, other then for use of a Noble Phantasm. Restricted to Archers, Lancers, Assassins, and Riders.
E: The Servant may complete the current battle, other then for use of a Noble Phantasm. Restricted to Archers, Lancers, Assassins, and Riders.

Item Construction:
A: The Servant may construct any Rank C or lower Noble Phantasm item. Restricted to Casters.
B: The Servant may construct any Rank D or lower Noble Phantasm item. Restricted to Casters.
C: The Servant may construct any item of "Rare" or lower classification. Restricted to Casters.
D: The Servant may construct any item of "Uncommon" or lower classification. Restricted to Casters.
E: The Servant may construct any "Common" item.

Mad Enhancement (restricted to Berserkers):
A: Increase S, T, I, and Nv by 20. Reduce Wp, Sg, and Ld by 20. The Servant may not communicate and will attack anyone in its way.
B: Increase S, T, I, and Nv by 15. Reduce Wp, Sg, and Ld by 15. The Servant may not communicate, nor will it recognize anyone but its Master.
C: Increase S, T, I, and Nv by 10. Reduce Wp, Sg, and Ld by 10. The Servant may not communicate.
D: Increase S, T, I, and Nv by 5. Reduce Wp, Sg, and Ld by 5. The Servant may only communicate in simple sentences.
E: Increase S and T by 5. Reduce Wp and Sg by 5. The Servant may only communicate in simple sentences.

Magic Resistance:
A: All spells lower then Rank A have no effect on this Servant.
B: All spells lower then Rank B have no effect on this Servant.
C: All spells lower then Rank C have no effect on this Servant.
D: All spells lower then Rank D have no effect on this Servant.
E: Multiply Rank C spell damage on this Servant by 0.9. Multiply Rank D spell damage on this Servant by 0.8. Multiply Rank E spell damage on this Servant by 0.7.

Presence Concealment:
A: Whenever another character is attempting to detect this Servant, multiply their roll by 0.1, then add modifiers for movement etc. Restricted to Assassins.
B: Whenever another character is attempting to detect this Servant, multiply their roll by 0.3, then add modifiers for movement etc. Restricted to Assassins and Archers.
C: Whenever another character is attempting to detect this Servant, multiply their roll by 0.5, then add modifiers for movement etc. Restricted to Assassins and Archers.
D: Whenever another character is attempting to detect this Servant, multiply their roll by 0.7, then add modifiers for movement etc. Restricted to Assassins, Archers, and Riders.
E: Whenever another character is attempting to detect this Servant, multiply their roll by 0.9, then add modifiers for movement etc. Restricted to Assassins, Archers, and Riders.

Riding:
A: This Servant may use any machine and all beasts other then dragons as mounts. When making a difficult/dangerous terrain roll while riding, this Servant may roll three times and pick the best of the three . Restricted to Riders.
B: This Servant may use any machine and all beasts other then dragons and holy beasts as mounts. When making a difficult/dangerous terrain roll while riding, this Servant may roll three times and pick the best of the three. Restricted to Riders and Sabers.
C: This Servant may use any machine and all beasts other then dragons and holy beasts as mounts. When making a difficult/dangerous terrain roll while riding, this Servant may roll twice and pick the best of the two. Restricted to Riders and Sabers.
D: This Servant may use any machine and all beasts other then dragons and holy beasts as mounts. When making a difficult/dangerous terrain roll while riding, this Servant may re-roll any result, but the second roll is final. Restricted to Riders and Sabers.
E: This Servant may use any machine and all non-magical beasts as mounts. When making a difficult/dangerous terrain roll while riding, this Servant may re-roll any result, but the second result is final. Restricted to Riders and Sabers.

(more to come later when I find the files)
 
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