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    1. JohnSolaris 10 yrs ago

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This is only a summary meant to convey the basic idea of what the RP will be about, with a lot of finer details left out that will be included in the actual game thread. But if you want to know now, feel free to ask questions.

As the RP is based on a spinoff of Fate/stay night, I assume that the people reading this already have at least a basic understanding of the Holy Grail War in FSN. If you don't know anything about FSN at all, but still want to join, you might have to read things up on the wiki a bit.



Summary:

As the title says, this will be an RP based on some of the mechanics from Fate/kaleid liner Prisma Illya, more specifically the Class Cards. To those who haven't read the manga or watched the anime, a Class Card is a magical card that contains the power of a Servant, which can be used in two main ways: Include, which uses a Mystic Code as a medium to manifest the Noble Phantasm or some other small part of a Servant; and Install, which merges the Class Card with its user, partially overwriting the person's existence with that of the Servant and granting the person the power, skills, and Noble Phantasms of the Servant, while changing the person's appearance and clothes to match. Thus, instead of with conventional Servants, the Holy Grail War of this RP will be fought with Class Cards.

One thing I should make clear, though, is that while this RP will use the mechanics of Prisma Illya, specifically the Class Cards and the Ainsworth Holy Grail War, it will not focus on the magical girl or loli fanservice aspects. Unless a player wants to make a magical girl character, of course, but that's a different thing altogether. This should illustrate the difference between what the title might suggest and what I'm trying to go for.



Setting:

The setting of this game will be one of the many parallel universes in the Type-Moon multiverse, one that's similar to Miyu's universe in Prisma Illya.

Since a few decades ago, the world had begun slowly dying, its mana drying up and being replaced by a mysterious dark particle called "Grain", which is toxic and inimical to all forms of life. Two centuries ago, a great ritual was held by the Ainsworth, Tohsaka, and Makiri families, three of the greatest magus families in the world, to attempt to reach the Root, and that ritual is now being resurrected by the Ainsworths of today to improve the world's conditions. The Holy Grail periodically summons Servants in the form of Class Cards, mindless degraded copies of the original Heroic Spirits that scatter around the world and absorb mana out of an instinctual desire to complete themselves. Seven prominent magi have been chosen by the Holy Grail to be Masters, and once a Class Card has absorbed enough mana to reach maturity, the Masters are sent to defeat and retrieve the Card. The mana gathered by the Card is sent to the Grail, while the Master who defeats the Card gains ownership of it, and becomes able to borrow its power. Masters are allowed to fight to take each other's Class Cards as well, and the Master who obtains all Cards at the end of the War becomes the victor. As the Holy Grail expends the collected energy at the end of the war to work its miracle and repair the world, the winner will be allowed a personal hand in the process, deciding the new form that the world will take and thus potentially granting one of his dearest wishes. And so the Ainsworth Holy Grail War begins, fought by seven Masters but many more Servants.



Some more information on Masters and Class Cards:

Class Cards are not limited to one per class, and each Master can possess multiple cards. Players can submit new Servants to be summoned, but there's no guarantee that a Servant you created is going to end up as yours. Each Master starts with a single Class Card already in his possession, and those specific seven will be one for each class, but aside from those all classes are fair game. And yes, starting Cards can be taken away by force too.

There will only be seven Masters, and each player is only allowed to create one Master character, but other non-Master characters can be created by players. The game should be focused on fun and creating an entertaining story, so I'm going to stop you if you try to abuse this to make yourself an army of followers just for the sake of winning.



Alternate universe considerations:

Since this is an alternate universe, none of the canon characters should appear, except the Servants, which are mostly mindless and all copies anyways. Alternate universe versions of canon characters can exist (e.g. Miyu compared to Illya), but those are still different people, and thus should have different backstories due to the alternate history. More specifically, the Ainsworth family has replaced the Einzbern family in this universe, so the Einzberns either don't exist at all, or have much less prominence.

On the other hand, many details of this particular universe are still open, so players can fill them out if they wish.



Lastly, a disclaimer: I am only a relatively casual Type-Moon fan. I have watched the Unlimited Blade Works anime, as well as all seasons of Prisma Illya, and read all chapters of the manga, but I have not read the original Fate/stay night visual novel or any of the supplementary materials. I have done what I believe to be large and extensive amounts of research on the wiki, but as I said, I'm only a casual fan, and thus not obsessive about strict canon accuracy. Sure, I'd like to avoid blatantly obvious contradictions of canon when possible, but I'd rather be flexible and focused on fun, than making sure absolutely everything is as accurate as possible. So please, if you're the kind of hardcore fan who would get really bothered upon seeing me bend the setting's rules a little, this RP might not be for you. Likewise, players will be asked to try not to blatantly contradict anything in canon, but quite a bit of leeway can be given on how the setting's rules can be bent.

That's it for now; I'll give more details in the game thread if enough people are interested for the game to be a thing. So, anyone interested?
@Banana: Basically, what BC said. I have two main problems with your character.

1. No matter how I think about it, I don't think the helicopter tentacles are feasible at all. For starters, they come out of Grover's back arranged in a vertical fashion, while helicopter rotors are horizontal; he'd have to awkwardly bend his whole upper body 90 degrees forward if he wants to have any chance of flying. And then there's the matter of freely rotating joints, which might've been somewhat difficult to install. Finally, each helicopter rotor blade is thin and lightweight, not at all like thick cybernetic tentacles; the tentacles have too much mass to simply transform into helicopter rotors. Overall, as BC said, it's honestly much, much easier to just give your guy a jetpack if he wants to fly, and there's no real reason why the scientists didn't just do that instead of trying to make the tentacles work as helicopter rotors.

2. There's no reason why the scientists would just let Grover go free after finishing the experiments, since he's now an individual empowered with dangerous new abilities. At the very least, they'd want to keep an eye on him, if not outright have him serve in their military and what not. Maybe one of the other test subjects went berserk and destroyed the whole facility, allowing Grover to slip away in the confusion; he could've then laid low for a while as said in the profile. Or you could think of something else; there just has to be some reason why he got free after the experiment.

3. Didn't we go over how severely underpowered an M1911 would be in this day and age? The standard army pistol nowadays would be some kind of miniature railgun with significantly more power than modern pistols, or maybe even a plasma blaster. Not a pistol that would almost certainly fail to penetrate even decently well-armored cyborgs and chimeras.
Reserved for co-GM usage.
Are Neuroaugmentations a thing?


Yes. The cybernetic side has brain implants, and the bionetic side has... superdrugs or something, which only chimeras are tough enough to (safely) use. There could also be some magic that does that kind of thing, if you're really skilled, enough to pull it off despite magic's usual destructive tendencies.
@Kafka Komedy: That alone wouldn't be enough, unless his father actively exerted his influence and pulled strings to get the cybernetic legs made. However, getting bionetic leg replacements for him would be much easier, for something with equivalent performance to cybernetic legs, so it doesn't make much sense for him to get cybernetic legs over bionetic ones unless he has some specific reasons. One idea I have is that maybe your character was the victim of some disease or poison that caused his legs to rot away, which made him want legs that wouldn't be vulnerable to such things. Keep in mind that while cybernetics are unaffected by disease or poison, they do not have the advantage of self-healing that bionetics have, and thus must be manually repaired.
@Kafka Komedy: I should add that there are three main ways a chimera could feasibly get cybernetic augmentations:

1) Have them custom-made for him through massive amounts of wealth and/or some other form of influence.

2) Buy them off of a black market of some sort. Of course, with shady deals like these, safety is nowhere near guaranteed when using them.

3) Be a cybernetics expert and make them himself.

These are all pretty significant things, so they'd need to be a pretty important part of your character's backstory if you want to go that route.
This looks pretty damn cool. Should my schedule be free enough, I'll be joining for sure. Would you mind giving some examples of Biomods, though? Thinking about characters and wanted to see what you meant by that.


I'll be co-hosting this game, and came up with the game together with BC, so I can answer your question.

Biomods are basically body modifications that are biological or organic in nature. For example, replacing your arms with a pair of new arms that have web spinners in the hands, allowing you to imitate Spider-Man. Another example would be a bony exoskeleton grafted onto your skin, which can receive nutrients from your bloodstream to repair itself. Such biomods are used mostly by chimeras, since their already superhuman constitutions are required to adapt to the biomods and make them function properly; this allows them to fight on par with the humans' advanced mechanical weaponry. On the other hand, in most cases only humans can install cybernetic modifications to themselves, and not chimeras, since the physiology of humans is much more thoroughly understood than that of chimeras.
This has been posted in both the casual and advanced sections, and the game will be run in whichever section that shows more interest. The expected complexity of posts will be adjusted accordingly.



Introduction

This is an RP based on the Flash game, Book of Mages: The Dark Times. Of course, playing the Flash game is not necessary to understand or participate in this RP, nor will the RP’s setting be identical to that of the Flash game, as some things have been changed due to personal preferences. Nevertheless, if you’ve played the Flash game before, you may find things pleasantly familiar. And I recommend giving the Flash game a try anyways, as it has a number of highly divergent branching story paths and a lot of replayability in general.

This RP takes place on an alternate planet Earth inhabited by mages, humans who are able to manipulate the elements of fire and water with their minds. The mages are divided into six clans, three of fire (Molten Depths, Blazing Sands, and Ashen Woods) and three of water (Frozen Peak, Spirit Ocean, and Dead Swamp), each with its own unique magic and way of manipulating its element. This game is about the various clans and factions of mages vying for dominance, over the future of this world.



A Brief History




Clans

This is a brief summary of each of the clans. In the actual thread there will be much more information. Note that while the majority of each clan’s mages have tendencies for certain magic and combat styles as described below, players can still freely decide their own styles, and are not necessarily restricted by these tendencies.




Factions

There are two major factions in the game, the White Robes and Black Robes. Players are encouraged to join one, though they may stay neutral if they wish. Note that unlike their original incarnations in the Dark Times, the current Black and White Robes are neither fully “good” nor fully “evil”; there will be much more moral complexity here.

Edit: I'm going to post this in the casual section as well, and the game will be run in whichever section that shows more interest. The expected complexity of posts will be adjusted accordingly.



Introduction

This is an RP based on the Flash game, Book of Mages: The Dark Times. Of course, playing the Flash game is not necessary to understand or participate in this RP, nor will the RP’s setting be identical to that of the Flash game, as some things have been changed due to personal preferences. Nevertheless, if you’ve played the Flash game before, you may find things pleasantly familiar. And I recommend giving the Flash game a try anyways, as it has a number of highly divergent branching story paths and a lot of replayability in general.

This RP takes place on an alternate planet Earth inhabited by mages, humans who are able to manipulate the elements of fire and water with their minds. The mages are divided into six clans, three of fire (Molten Depths, Blazing Sands, and Ashen Woods) and three of water (Frozen Peak, Spirit Ocean, and Dead Swamp), each with its own unique magic and way of manipulating its element. This game is about the various clans and factions of mages vying for dominance, over the future of this world.



A Brief History




Clans

This is a brief summary of each of the clans. In the actual thread there will be much more information. Note that while the majority of each clan’s mages have tendencies for certain magic and combat styles as described below, players can still freely decide their own styles, and are not necessarily restricted by these tendencies.




Factions

There are two major factions in the game, the White Robes and Black Robes. Players are encouraged to join one, though they may stay neutral if they wish. Note that unlike their original incarnations in the Dark Times, the current Black and White Robes are neither fully “good” nor fully “evil”; there will be much more moral complexity here.

Actually, I'll change Call Legend so that if Mew is summoned, it will use a random TM move instead of Transform. I don't want any of the summons to be a complete dud. Similarly, Slow Start on Regigigas will count the number of turns Mega Gardevoir Y had been in battle, and thus will not always activate whenever Regigigas is summoned.
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