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Fate / Ephemeral Incarnation
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The twilight world is a dangerous place, no one would deny this fact.
Knowledge that is coveted. Society that is twisted. Practice that is taboo.
That is the life of a full-fledged magus and the world they live in.
In the land where mystery once laid thick despite the Age of Man lies the Clock Tower of the Mage's Association, gathering the promising individuals of the next generation who are then forged by the desires of the previous age. A continuous cycle of pain and misery that has been propagated in order to find the 'truth' that lies behind the foundation of the world that they live in.
From their pride and arrogance, many have suffered over the centuries as the manipulation of these powers that have destroyed the world many times over in their wake. Imagining our world saved from the ashes of destruction only for no past or future for it to look forward to, or the torture of children in order to become instruments of power beyond their own bodies.
That is the result of such power that will repeat itself time immemorial and is what has happened now...
Knowledge that is coveted. Society that is twisted. Practice that is taboo.
That is the life of a full-fledged magus and the world they live in.
In the land where mystery once laid thick despite the Age of Man lies the Clock Tower of the Mage's Association, gathering the promising individuals of the next generation who are then forged by the desires of the previous age. A continuous cycle of pain and misery that has been propagated in order to find the 'truth' that lies behind the foundation of the world that they live in.
From their pride and arrogance, many have suffered over the centuries as the manipulation of these powers that have destroyed the world many times over in their wake. Imagining our world saved from the ashes of destruction only for no past or future for it to look forward to, or the torture of children in order to become instruments of power beyond their own bodies.
That is the result of such power that will repeat itself time immemorial and is what has happened now...
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The year is 2021.
You were all seeking something, for one reason or another, you had all come together...
Magus, Executor, Enforcers, Freelancers... Whatever you want to call yourself. You all had answered the call of an individual who had contacted you, calling on your services to accomplish a task in trade of what you sought out. It was neatly placed into a letter that had all that was needed to reassured you that what they were saying was true, having found its way to you where ever you were at the time.
Signed by the name of Kevin M. Warrensone
Not knowing what to expect, you guys finished the tasks that had you preoccupied before getting yourselves ready to head over to Europe where your contact wished to meet you in London, Britan.
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The year is 1926.
You were all seeking something, for one reason or another, you had all come together...
Magus, Executor, Enforcers, Freelancers... Whatever you want to call yourself. You all had answered the call of an individual who had contacted you, calling on your services to accomplish a task in trade of what you sought out. It was neatly placed into a letter that had all that was needed to reassured you that what they were saying was true, having found its way to you where ever you were at the time.
Signed by the name of 'Heather Corbyn'
Not knowing what to expect, you guys finished your tasks that had you preoccupied before getting yourselves ready to head over to Europe where your contact wished to meet you in London, England.
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This will not be your typical Fate/stay night roleplay, as we will be focusing on the group of character that you guys make will be making for this. With the branches of this story will be woven around around those individuals, their backstories and goals will be necessary for painting the opportunities to be explored as a collaborative project between everyone here. The goal of this is to build a prologue with weight behind its story and give our characters depth for the eventually of the Holy Grail War that our story will collide with, there is no doubt about that.
In this iteration of the Type/Moon universe, it has been separated from most of the existing canon allowing for freedom of artistic liberties. With knowledge of the Holy Grail was something not even the most studious of the esoteric in the magus world knew about, shifting the course of this universe's history. With the opening as ambiguous as this, we have a variety of options for our story to start off with.
If you guys are interested, I encourage you to join!
As a side note we'll be using the Dungeon and Dragons 5e system to determine to keep everything in check for combat and story purposes, please be aware of this.
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The year is 1926.
You were all seeking something, for one reason or another, you had all come together...
Magus, Executor, Enforcers, Freelancers... Whatever you want to call yourself. You all had answered the call of an individual who had contacted you, calling on your services to accomplish a task in trade of what you sought out. It was neatly placed into a letter that had all that was needed to reassured you that what they were saying was true, having found its way to you where ever you were at the time.
Signed by the name of 'Heather Corbyn'
Not knowing what to expect, you guys finished your tasks that had you preoccupied before getting yourselves ready to head over to Europe where your contact wished to meet you in London, England.
---
This will not be your typical Fate/stay night roleplay, as we will be focusing on the group of character that you guys make will be making for this. With the branches of this story will be woven around around those individuals, their backstories and goals will be necessary for painting the opportunities to be explored as a collaborative project between everyone here. The goal of this is to build a prologue with weight behind its story and give our characters depth for the eventually of the Holy Grail War that our story will collide with, there is no doubt about that.
In this iteration of the Type/Moon universe, it has been separated from most of the existing canon allowing for freedom of artistic liberties. With knowledge of the Holy Grail was something not even the most studious of the esoteric in the magus world knew about, shifting the course of this universe's history. With the opening as ambiguous as this, we have a variety of options for our story to start off with.
If you guys are interested, I encourage you to join!
As a side note we'll be using the Dungeon and Dragons 5e system to determine to keep everything in check for combat and story purposes, please be aware of this.
- I assume you guys already know the rules that you should follow with etiquette with each other so I'll get on with the specifics that I wish to say before anything else.
- Due to the nature of this roleplay that I envision, the activity of you as the player and the quality of your characters will the prime variables that I'll be judging applications on. Reasonably, I can only handle up to 7 characters maximum but small exceptions can be made.
- Expectation for activity aren't strenuous but just something to ensure that the project does not die out. With at least one or two posts a week minimum for the group that we will be having.
- After that, its honestly just have fun and hopefully we can create something epic together. I'll be more than willing to help and work anyone if you give effort into what you are providing.
CHARACTER NAME
Character Summary
Name:
Aliases:
Age:
Gender:
Psychological Attributes
Trait * Trait * Trait * Trait
Personality:
History
Family Lineage:
Backstory:
Game Stats
Human Parameters
Race:
Class:
Strength:
How much force can be applied
Endurance:
How much force can be withstood
Agility:
How fast or graceful once can be
Intelligence:
How smart one can be
Mana Capacity:
How much magical energy could they have
Magecraft Potency:
How much magical energy can they use and how powerful
- Novice (E): You are among normal humans are considered sub-par, whether it be due to health issues or a lack of effort placed into improving this aspect of yourself that you are below average. In statistical value, this represents an 8.
- Apprentice (D): You are the universal norm for most people, it means you are able to carry yourself in daily life without too much problems with this part of yourself. In statistical value, this represents an 10.
- Journeyman (C): You have placed some effort into improving this aspect in yourself, and while isn't too impressive, its good to know you are taking care of yourself and are able to take care of most things in life without issue. In statistical value, this represents an 12.
- Expert (B): You have significantly placed enough time in effort in honing this part of yourself that most would be jealous or in awe of. Among normal folks you are no doubt more capable than them, with only those who have honed themselves to your level can only compare with you. In statistical value, this represents an 14.
- Master (A): You are at at a level that most would not be able to achieve ordinarily, but you are not like most are you? At this rank you are considered to be at the peak limit of what the human body is capable of achieving and few are able to compete with you. In statistical value, this represents an 16.
- Grandmaster (A+): Simply impossible to achieve by mankind due to their physical limitations that their bodies have, this can only be achieved through non-mundane means whether magical or any other way that may be feasible. In statistical value, this represents an 20.
Skills
A listing of skills, such as horseback riding or cooking. Levels include novice (1 pt), apprentice (2 pt), journeyman (4 pt), expert (8 pt), master (16 pt), grand master (24 pt). Each character can spend up to a maximum of 15 points & only two skills can be expert level as the max rank. If your character knows magic, it counts as a skill. Skills that are needed for basic function in society are considered to be around novice to apprentice. Any skill that is not under a normal person's skill set is considered to be at poor level.
These are considered 'freebies' granted by backstory and history as years of practice which are also combined with your stats on top of everything when using them. Noncombat skills cost 1/2 points to minimum of Novice.
These are considered 'freebies' granted by backstory and history as years of practice which are also combined with your stats on top of everything when using them. Noncombat skills cost 1/2 points to minimum of Novice.
- Poor (-): You possess no experience or training at whatever it is that you might be attempting to do. Treat this statistically as a +0 or in some cases -2.
- Novice (E): You have done it before twice or maybe even three times and while you aren't good or talented at it, you are able to do it (or have the idea of how to at least). Treat this statistically as a +1 or in some cases +0.
- Apprentice (D): You reached to the point where you have a solid idea or concept behind what you are doing that only needs to be tempered with experience now to become a fine part of yourself. Treat this statistically as a +1 with understanding.
- Journeyman (C): You now are considered as a peer of equal standing among the others who possess this skill, with time invested to thoroughly learn what they have learned that bonds you all together as one. Treat this statistically as a +3 reliably.
- Expert (B): You are now a talented individual with your skill that sets you apart from your peers and shows the dedication that is need to carry through what others may not preserve through or talent that has you simply as a natural. Treat this statistically as a +5 expertise.
- Master (A): Among the most dedicated of members who have hone their experience along with their craft, you are one who has decisively stood among them that have spent either an immense amount of time dedicated to your craft or some natural talent that has been honed to a deadly use. Treat this statistically as a +7 mastery.
- Grandmaster (A+): You could be considered as one among the legends with stories told about your skill and experience that surpassed nearly everyone who practices your skill, as a master among master, only a few of the living stand as your peers. Treat this statistically as a +9 legendary.
Magic
A listing of favorite or unique spells, if any. Maximum of four.
- Magic Spells:
Mystic Code
Leftover points from previous sections may be used here to give your character a mystic code. A maximum of 10 points may be carried over, the higher ranking the mystic code will involve more restrictions on them.
A listing of acquired mystic codes. Maximum of two.
- Mystic Code:
Extras (Optional)
Character Quote:
Theme Song:
Aura Color:
Scent:
Anything Else:
Point Buy: With 27 Points
Strength
Dexterity
Wisdom
Intelligence
Charisma
Constitution
[ 8 = 0 ] [ 9 = 1 ]
[ 10 = 2 ] [ 11 = 3 ]
[ 12 = 4 ] [ 13 = 5 ]
[ 14 = 7 ] [ 15 = 9 ]
[ 10 = 2 ] [ 11 = 3 ]
[ 12 = 4 ] [ 13 = 5 ]
[ 14 = 7 ] [ 15 = 9 ]
Strength
- 1 (–5): May not be able to pull themselves over ledges without assistance
- 2-3 (–4): Unable lift objects near their own weight without either getting assistance or risking hurting themselves
- 4-5 (–3): Noticeably weak. Unable to carry particularly heavy things for long distances without hurting themselves
- 6-7 (–2): Can visibly pass as an average joe. Unable to carry even smaller characters without heavily encumbering themselves
- 8-9 (–1): May have difficulty carrying a character of their own size without heavily encumbering themselves
- 10-11 (0): Average Joe. Is at minimal risk of hurting themselves lifting heavy things. Can perform athletics while carrying things and people if the object is wieldy enough
- 12-13 (+1): Can visibly pass as an average joe. Can easily carry most wieldy heavy objects with one arm. Tosses small objects for long distances
- 14-15 (+2): Visibly toned. Can reliably catch falling characters of their own weight and perform acrobatics such as jumping while carrying other characters of their own weight
- 16-17 (+3): Able to use their body as a physical weapon without any fear of hurting themselves in the process
- 18-19 (+4): Able to reliably shatter reinforced metal with their blows
- 20 (5): Able to out-lift several people. Borderline or actual supernatural levels of strength. Very few limits, physically
Dexterity
- 1 (–5): Movements may be heavily telegraphed and easy to predict and/or their reaction speed may be entirely unsuitable for dodging
- 2-3 (–4): Juking attacks may be very difficult due to a difficulty in quickly switching directions while moving
- 4-5 (–3): Movements may be moderately telegraphed and only moderately difficult to predict. Alternatively, they may have a sluggish reaction speed
- 6-7 (–2): May have difficulty catching things thrown to them and/or be very clumsy. When shooting a gun, they rarely hit dead center of their target
- 8-9 (–1): Movements may be mildly telegraphed. Alternatively, they may be a little bit clumsy
- 10-11 (0): Average Joe. Capable of semi-reliably tracking and catching objects that are thrown to them. A semi-reliable shot with a gun
- 12-13 (+1): Quick on their feet. Difficult to read and predict their movements most of the time
- 14-15 (+2): A good marksman. Almost never misses still targets, even small ones
- 16-17 (+3): Capable of attempting to juke most attacks semi-reliably. May be a great dancer
- 18-19 (+4): A deadly marksman. Capable of tracking and hitting moving targets semi-reliably, regardless of size
- 20-21 (+5): Moves like water with grace. Predicting their movements is dangerously unreliable. When using a gun, they can usually semi-reliably pick out and hit weak points on an enemy
Wisdom
- 1 (–5): Comically oblivious. May require reminders of why they're here at times
- 2-3 (–4): Often absorbed in their own world. Tunnel visions in on specific things a lot. Spells are prone to whiffing before they're fired
- 4-5 (–3): Tends to tunnel vision in on threats or specific goals. May be somewhat aloof towards their mission. Their magic spells are often telegraphed and clumsy
- 6-7 (–2): Might space out or tunnel vision in on things occasionally or be just be somewhat unobservant of their surroundings.
- 8-9 (–1): Mildly aloof or clumsy with magic
- 10-11 (0): Makes reasoned decisions most of the time. Their magical potency is semi-reliable
- 12-13 (+1): Able to get hints as to a person's feelings or thoughts based on their body language
- 14-15 (+2): Reliable at casting magic spells. Normally never tunnel visions, or if they do it's very situational
- 16-17 (+3): Reads people very well. Their intuition is rarely inaccurate, though they may only be able to read so much at any given time
- 18-19 (+4): Often revered as a source of wisdom and decider of actions. A very experienced wizard whose spells can dazzle audiences and fell giant enemies semi-reliably
- 20-21 (+5): Has an almost supernatural intuition, able to find logic where most see none. May be the creator of brand new spells
Intelligence
- 1 (–5): Very animalistic in nature. Their actions are often just reactions to stimuli, rather than complicated thoughts
- 2-3 (–4): Often has difficulty finding the words to describe things or has difficulty being understood due to a very poor understanding of the language
- 4-5 (–3): Easily frustrated by any puzzle that isn't immediately obvious to your average joe. Prone to occasionally misunderstanding others, regardless of their clarity
- 6-7 (–2): Has difficulty grasping puzzles without hints or clues. Easily swayed by the words or opinions of others
- 8-9 (–1): Sometimes has trouble following people's train of thought. Might have struggled a bit in school
- 10-11 (0): Average joe. Likely has a high school education
- 12-13 (+1): May be a hobbyist in certain areas on top of their education, giving them an edge
- 14-15 (+2): Has well-developed critical thinking skills. Able to adapt to situations more quickly than most
- 16-17 (+3): May be a professional in certain areas, having extensive knowledge of that area. Might also be a jack of all trades, being proficient but not amazing in every area
- 18-19 (+4): One of the best in their field. May be an inventor of some sort, creating entirely new things or processes
- 20-21 (+5): Able to make Holmesian leaps in logic, giving the impression of an almost supernatural intellect. Might be some variety of super genius
Charisma
- 1 (–5): Probably acts in a very 'alien' fashion or openly and overtly sociopathic. Alternatively, may be so repulsive to look at or be around that others sometimes become ill in their presence
- 2-3 (–4): Often comes across as being somewhat untrustworthy or threatening to others. People tend to be uncomfortable in their presence
- 4-5 (–3): Has trouble thinking of others as people. Others often pick up on this. Might be rather uncomfortable to look at
- 6-7 (–2): Has difficulty telling people what they want to hear or telling people things in a way they want to hear it
- 8-9 (–1): Sometimes rather rude towards others. It might not even be malicious
- 10-11 (0): Can usually be relied upon to be polite, so long as they are not provoked
- 12-13 (+1): Mildly interesting, knows what to say to the right people. Might be somewhat good looking
- 14-15 (+2): Reasonably good at telling people what they want to hear or telling people things in a way they want to hear it
- 16-17 (+3): Popular. May have built up a decent reputation for their wit, personality or looks
- 18-19 (+4): Immediately likable by almost everyone
- 20-21 (+5): Famous. A natural born leader. Renowned for wit, personality or beauty
Constitution
- 1 (–5): Frequently gets sick. May have some rather inconvenient allergies. Alternatively, may not have a bone structure or any form of armoring to resist blows
- 2-3 (–4): Frequently suffers severe injuries when hit by powerful attacks such as broken bones
- 4-5 (–3): Bruises very easily. May get sick more often than most people
- 6-7 (–2): Winded easily. Has a low pain threshold. May be prone to crying
- 8-9 (–1): Cannot complete a full day's hard labour without several breaks
- 10-11 (0): Average joe. Can go a full day's hard labour with minimal breaks, but won't do it gracefully
- 12-13 (+1): An efficient worker. Rarely tires out when allowed to take things at their own pace
- 14-15 (+2): Doesn't get sick very often. Has a strong immune system
- 16-17 (+3): Has a very high pain threshold. Doesn't flinch or let wounds keep them down
- 18-19 (+4): May be able to go sleepless for days without a noticeable impact on their energy
- 20-21 (+5): Fatigue is a foreign feeling to them. They rarely get sick, even to the most virulent diseases
Novice (E): You are among normal humans are considered sub-par, whether it be due to health issues or a lack of effort placed into improving this aspect of yourself that you are below average. In statistical value, this represents an 8.
Apprentice (D): You are the universal norm for most people, it means you are able to carry yourself in daily life without too much problems with this part of yourself. In statistical value, this represents an 10.
Journeyman (C): You have placed some effort into improving this aspect in yourself, and while isn't too impressive, its good to know you are taking care of yourself and are able to take care of most things in life without issue. In statistical value, this represents an 12.
Expert (B): You have significantly placed enough time in effort in honing this part of yourself that most would be jealous or in awe of. Among normal folks you are no doubt more capable than them, with only those who have honed themselves to your level can only compare with you. In statistical value, this represents an 14.
Master (A): You are at at a level that most would not be able to achieve ordinarily, but you are not like most are you? At this rank you are considered to be at the peak limit of what the human body is capable of achieving and few are able to compete with you. In statistical value, this represents an 16.
Grandmaster (A+): Simply impossible to achieve by mankind due to their physical limitations that their bodies have, this can only be achieved through non-mundane means whether magical or any other way that may be feasible. In statistical value, this represents an 20.
Apprentice (D): You are the universal norm for most people, it means you are able to carry yourself in daily life without too much problems with this part of yourself. In statistical value, this represents an 10.
Journeyman (C): You have placed some effort into improving this aspect in yourself, and while isn't too impressive, its good to know you are taking care of yourself and are able to take care of most things in life without issue. In statistical value, this represents an 12.
Expert (B): You have significantly placed enough time in effort in honing this part of yourself that most would be jealous or in awe of. Among normal folks you are no doubt more capable than them, with only those who have honed themselves to your level can only compare with you. In statistical value, this represents an 14.
Master (A): You are at at a level that most would not be able to achieve ordinarily, but you are not like most are you? At this rank you are considered to be at the peak limit of what the human body is capable of achieving and few are able to compete with you. In statistical value, this represents an 16.
Grandmaster (A+): Simply impossible to achieve by mankind due to their physical limitations that their bodies have, this can only be achieved through non-mundane means whether magical or any other way that may be feasible. In statistical value, this represents an 20.