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I'll make a master then. A homeless drunk beggar with a rude personality. He uses his first command seal to order his legendary hero to steal some wine from the local bar. He may or may not end up winning the war but most definitely succeeds in pissing his own servant off as well as confusing every other master/servant in the war through his erratic decision making.


Given that this guy probably won't have mana of his own, it'll mean that his Servant would need to resort to other means to replenish their mana such as killing and draining civilians. It's an interesting idea and would work if he was paired with a less scrupulous Heroic Spirit or at least someone willing to go along with his bullshit.

I mean it worked with Ryonosuke and Caster in Fate/Zero so why not here?

If we end up with not enough Masters for the number of servants we have I don't mind doubling up and making a Master for someone.
Well this makes my pick even more metal already.


You're not picking Hector are you? Or Achilles?
>Ajax

A J A X


Called it.
<Snipped quote by King Cosmos>

It's still possible to fit a servant you have in mind into a custom class. You'll just have to make sure the Personal Skills are balanced and reflects it.


I've got an idea for a Shielder so it's fine. It makes sense for the only Servant I know of with a shield Noble Phantasm to be a Shielder anyway; he's never appeared in anything Fate related as far as I know, though his shield has, so I'll need to put some thought into his abilities.

<Snipped quote by King Cosmos>

Believe in Casters, bro! They can win wars too!


I'm just not a fan of Casters honestly. Though Medea is pretty great.
Every class I was interested in has been taken (should have claimed Rider while I could), but I'll state my interest anyway. Maybe I'll make a Shielder.
I'm interested in this as well. I'd like to play a member of the Z Squad if possible, I've already got a couple of ideas brewing.

Early on an ancestor for each Z warrior of universe 9 were killed in different way.


Wouldn't it be Universe 7? Or is this based on a different Universe than the main series?
You can be even more creative than that. Make up your own spell, but if you don't choose the correct bloodline certain spells will just not work. Such as summoning, this is in the school of conjuration. The only bloodline which has no conjuration abilities are Dragons.
I also have a skill tree


A write up of which schools of magic match up with each Bloodline would be useful in that case. Also that link doesn't work for me, the image doesn't load.

You are expected to have the abilities / powers relative to your bloodline. I'm debating whether to allow you to have all the abilities / powers the bloodline entails. Or make you choose which you want to use specifically. But overall I want your powers /abilities to match your bloodline. And the combination of bloodlines can make for a interesting power / ability not listed in the bloodlines precisely. Which I'm not sure of myself, but people tend to get creative so I'll see how it works.

It may as well be that the exp put into any ability will increase its effectiveness. Allowing one to describe how much more intense their power is over others with the same trait.


So the abilities/power in the application are your Bloodline powers? And they cost 2 exp each? Am I reading that right?

That is very different from what I expected. I thought you picked a Bloodline, got all the associated powers and then spent 10 exp on top of that. Instead it sounds like you have to buy only those abilities you want and only those that your Bloodline qualified for. I'm not sure 10 exp is going to be nearly enough then, or these characters are going to be far more limited than I expected.

You also mention putting more points into an ability to make it stronger, which I don't think was mentioned at all in the original post.

I would say the amount of experience points put into the enchanted armor or weapon would dictate how powerful and effective the enchantment is.


Same as above, this is the first time spending more points on an item to make it stronger has been mentioned, though it makes sense that the cost should scale with the level of the enchantment.

It sounds like this is going to be very different to what I expected. I expected every character to have Bloodline abilities as a base and then have spells or weapons on top of that, but instead it sounds like you could have a half-dragon fighting someone who spent all of there points on becoming a spellcaster and who is otherwise human.

More variety in the characters isn't a bad thing it just wasn't what I thought based on the original post.
I'm potentially interested in this but I'd honestly like a lot more information and a lot of things clarified.

Spells: 2 Exp per spell.
Abilities/Powers: 2 Exp per ability.
Weapons: Only 2 free basic weapons. High quality weapons cost 1 exp each. Enchanted weapons cost 2 exp each.
Exp: 10
All Abilities and spells must match your bloodline affinity.


Is there a set list of spells we are supposed to be pulling from? You mentioned D&D so do we just take spells from there?

What kind of abilities/powers are you expected and how are they different from spells or the bloodline abilities? Can we have both abilities and spells?

With weapons I am going to assume that basic, high quality and enchanted are similar to the D&D concept of masterwork and enchanted weapons. Again, I think we need clarification on what kind of enchantments are allowed.

A number of the Bloodline powers need clarification. What does "Hot blood" actually do? "Portal jumping" and "Ghost vision"? Soul manipulation"? I can make guesses for these but I assume you have an idea of how you want these to work? I'm also wondering how certain Bloodline's will interact; if I take a mixed Seraphim/Oro character how does the "Air walking" work with my character increased weight? Does it work or will my character be too heavy?
@Gun

Sorry for the wait, it took me longer to put together a profile than I thought it would. Here's the character I want to use; she may be a little under-powered compared to L, but she's the most developed technology based character I have and in terms of narrative I think she is a perfect fit, what with being a bounty hunter and L a fugitive.

She was originally created for an RP and not the arena which probably shows. I realised towards the end of this that a character based around incapacitating and capturing her opponents rather than beating them might not work very well or be really annoying to fight so feel free to veto this if you want. You're also free to veto any of the equipment she has if you think it's over-powered (other than her jetpack) and she just won't bring it to the fight; her equipment is designed to be interchangeable anyway.

@Tristwich

Please bear with me for a couple days while I put together a profile; I have no problem with having a ranked match but I do want to make sure I have a good chance of winning. I know which character I am going to use but it has been a while since I updated her character sheet and her abilities are a little difficult to explain.

I am fine with you using One for the fight and am picking a combatant who should be a decent match.
Name: Jessica Hardman
Callsign: Valkyrie
Gender: Female
Age: 26
Profession: Bounty Hunter
Race: Human

Height: 5’ 6”
Weight: 136lbs
Appearance: Jessica has a lithe yet muscular build with thin hips and a small bust. Her sandy blonde hair is styled in a bob cut that hangs down to jaw length which she usually wears lose in casual situations but which she tucks behind her ears and holds it in place with a hair band to keep it out of her face when need be, such as when working on something or whenever she wears her helmet.

Her green eyes peer out from a round face; her skin is moderately tanned which don’t quite mask a light dusting of freckles on her round cheeks and across the bridge of her button nose.

Abilities: A brief stint in the military followed by an eventful career as a bounty hunter and occasional mercenary mean that Jessica is proficient in a number of firearms and weapons systems as well as being a competent hand-to-hand fighter both unarmed and armed. She is a quick thinker, tactically minded who prefers to engage her opponents at range though is capable at close range combat if need be.

She is a skilled pilot, both in her flight suit and also in a spaceship, having used for former for many years in many combat situation while also owning and operating her own small spaceship for most of her bounty hunter career. She is a moderately skilled mechanic and is able to diagnose problems and perform ad hoc repairs to her ship and equipment, though this knowledge is mostly limited to what she has experience working on and she must rely on experts for more complicated repairs.

Equipment:
Valkyrie Flight Suit –
Raven-class Flight Helmet w/ Huginn AI system – An airtight flight helmet intended for military use. The helmet is entirely self-contained with its own filtration system and small air supply. The visor reads the wearers vitals, such as their heart rate, and alerts them to irregularities and can detect hazardous elements that may be harmful to the wearer. It also includes several methods of enhancing the wearer’s vision such as magnification and night vision. Additionally it can be synched with some weapons to display a targeting reticule to aid in aiming.

All of the helmets more complicated systems are maintained and controlled by an on-board AI system called Huginn; this is a generic AI system that comes with the helmet that does not have a personality and is only designed to respond to the user’s voice commands.

Hofvarpnir-class Winged Jetpack – a small backpack with extendible wings that allows the wearer to fly at speeds of up to 200mph in normal atmospheric conditions. The pack is somewhat octagonal in shape, longer than it is wide; rockets are positioned on the base of the pack to provide lift when hovering and propulsion when flying horizontally with more rockets on top of the pack for braking in horizontal flight or lowering oneself when hovering in a vertical orientation. Wings extend from the side of the pack with smaller rockets on the tip pointing up and down (when standing vertically) to assist those on the main pack in providing lift and propulsion, with smaller rockets on the side, back and front for precise manoeuvrability. Additional rockets of the main pack above and below the wings, on the slopes panels, allow for sideways movement and strafing.

The pack is designed to be connected to an exo-suit as the controls for movement are usually integrated into the helmet, gloves or sometimes boots. Where the pack connects to the suit at the shoulders and the waist additional clusters of small rockets point forward, back and to the side which allow for fine directional control and slow movements backward and forward when standing vertically.

Megingjord-class Exo-suit – A protective suit with an integrated exo-suit with provides moderate protection, able to withstand all small arms fire, and enhanced physical strength, tripling the strength of the wearer. Designed to be used in dangerous environments it provides protection against the elements and is sealed against environmental hazards such as poisons or pathogens. The boots of this suit have additional rockets incorporated to allow for additional lift and steering in concert with the jetpack.

The left arm of the exo-suit is equipped with a Svalinn-class shield projector which is capable of deploying a round force field parallel to the top of the wearers arm for defensive purposes. A translucent yellow in appearance this force field is a solid plane of tangible energy which is able to absorbing kinetic energy as well as preventing matter from passing through and can also block some forms of energy, namely fire and electricity. However it is not designed to block energy based weaponry such as lasers as it is not able to dissipate the excess energy effectively and will overload; once overloaded it will take some time to reboot (3 posts). A control panel on the underside of the gauntlet allows the user to change the diameter of the projected shield, from 1 foot wide at the smallest to 3 feet at the largest.

Weapons –
“Gungnir” Rail gun Grenade launcher – Fires 30mm rounds at high velocity by accelerating the projectile down the barrel using electromagnetism; this firing mechanism means that the projectile does not need to be shaped to fit the barrel meaning a wide variety of ammunition types can be fired.

The weapon is sizeable due to the fact that it needs to fit a power source large enough to power the electro magnets as well as have enough room in the barrel to fit the magnets themselves. Overall the weapon is roughly two and a half feet long in length with a wide body; a handle on top about two thirds of the way down the weapons body, when measured from the back, along with a standard rifle stock at the back allows the wielder to support the weapons weight. This is a weapon designed to be fired from the hip.

Requires a charging period between shots (can only fire once a post). Links to helmet for assisted targeting. Fires a multitude of ammunition types including the below;

• Standard HE (High Explosive) rounds
• Paralytic Nerve Gas rounds – on impact releases a cloud of fast acting, paralytic nerve gas that renders most who inhale it immobile.
• Incapacitating Shock rounds – Devices designed to unfold and latch onto whatever they are fired at before delivering an electric shock to stun the target.
• Magnetised Bolo rounds – A device which splits into two halves en route to the target joined by three thin steels cables. Upon hitting the target the two halves at the end of the cables will wrap around the target and re-attach using built in electromagnets; once re-attached the device will reel in the cables to constrict the target. These can also be used without being fired to restrain a disabled target.
• Solid slug rounds – Essentially just a mass of spaceship-hull grade metal shaped into a large bullet. Hits the target with enough kinetic force to punch through most lightly armoured vehicles, exo-suits and structures.
• Thermite rounds – On impact releases a payload of thermite onto the target intended to melt through armour.
• (This list will likely be expanded over time)

Rail gun pistol – Utilises the same technology as the grenade launcher just on a smaller scale. Has an appearance similar to most pistol albeit a little larger and considerably heavier. Fires a small selection of round types including;
• Solid slug rounds– Larger in mass, though the same calibre, than bullets fired by a pistol of equivalent size due to the lack of need for a shell casing or propellant meaning that the entire bullet is a solid slug.
• Taser rounds – Small devices which latch onto whatever they are fired at and deliver a shock designed to incapacitate the target for a few seconds. Effective against unarmoured opponents.
• Tracer rounds – Small devices which latch onto whatever they are fired at and give off a signal which can be traced by the Raven-class helmet.

Collapsible sword – Made from the same grade of metal as ship hulls; sharp and durable.

Knife – Made from the same metal as the sword.

Stun glove – A close range weapon designed to deliver a strong electrical shock to opponents in order to disable them. Strong enough to temporarily disable most humanoids.
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