Fate/millennium
The year is 2030.The futuristic city of Neo Kyoto has experienced no catastrophic events ever since the earthquake of 2007. Neo Kyoto has prospered, under the watchful eyes of Neo Kyoto's local Magus Association, who carefully guide the city toward global significance. Their supremacy is unchallenged by any other Magus Association or group of Magi in Japan, and only carefully matched by the likes of London and Dublin abroad.
Recent digs to reclaim lost territory during the earthquake, however, revealed a strange construct unlike any made by man before, now or since; a strange array of crystalline structures- numbering in the hundreds of thousands, focused around a core of magical energy, connected to a strange device later identified as a computer terminal of unknown make, found in the basement of what was a former Internet cafe in downtown Old Kyoto. When it was activated, the terminal had but one word on the screen;
Do you wish to usher in a new Millennium?.
Despite various scientists and linguistic experts attempting to enter affirmative answers into the terminal, it did not change. The computer was immediately sealed off for study by order of the Japanese government.
Ever since, the Millennium construct-as it came to be called- was rapidly identified to be a supercomputer, far more advanced than any computer humanity had the potential to come up for the foreseeable future, yet dating back 66 million years ago, around the time of the Cretaceous extinction event and the Chicxulub impact. Analysis revealed it to have records of almost every single event, figure, place and piece of information ever since that event. Further analysis by the Magus Association discovered an even more startling function; the Millennium supercomputer had the power to alter reality itself with the well of magical energy that constructed the core of the computer, if only one could figure out how to make the computer work. In effect, the supercomputer could grant wishes.
It was determined, however, that the best way of using the supercomputer was to destroy the terminal and directly influence the core. A ritual was drawn up that would theoretically force the core to grant their wish.
Immediately, the Magus Association sought to make use of the supercomputer to advance their aims and extend the influence of Neo Kyoto throughout the world, pulling the world under their grasp. However, this decision was not unanimous, and some Magi splintered from the Association, plotting to destroy the supercomputer and maintain the order of the world as it was. Yet others splintered away from this group, seeking to use Millennium for their own wishes. A war was to be fought, a secret war that was unlike any other fought before.
Yet, on the eve of the first skirmish between the Association and Rogue Magi, a strange event occurred.
Millennium turned on of it's own accord and changed the atmosphere of Neo Kyoto entirely. Suddenly, all the Magi- and some others, who desired Millennium but lacked knowledge of Magecraft or the ability to use magic at all- involved in the war knew a ritual that they had never seen before, one that was deemed impossible.
By the use of a catalyst and the sacrifice of blood, with a certain magical circle, it was possible to summon a being from myths, legends or even history, a
Servant in the container of one of seven classes, to serve the
Master. The first people to attempt it found something else- these Servants were far stronger than normal humans, far better at battle, bringing to bear Magecraft and weapons that the world had long forgotten or thought impossible, some even bearing Reality Marbles, Magecraft that approached True Magic.
All sides began to employ Servants in place of themselves to fight their secret war in their place and take control of Millennium.
The Millennium War had begun in earnest.
OOC: This is a roleplaying game based partially on the visual novel Fate/stay night and the spinoff game Fate/Extra. The concept of the game is that there are three factions of Masters fighting over the Millennium supercomputer- the
Magus Association, seeking to control the supercomputer to rule over the world, the
Rogue Magi, seeking to destroy it and maintain order, and the
wild cards with their own aims and designs for the computer.
There are two kinds of characters here:
-
Masters: Magus or non-Magus, these are normal humans who have taken control of a Servant and so can participate in the Millennium War. Their purpose is to command their paired Servant and fight to suppress the other faction in order to gain access to Millennium.
-
Servants: Historical, mythical or legendary figures, these beings were summoned from a world beyond time and space to fight once more. Their purpose is to act as the champion of their Master and fight on their behalf to claim Millennium.
1. Signups will consist of two sheets: the Master sheet and the Servant sheet. If enough people call for separate signups for Masters and Servants, there may be a change to this.
2. There are no limits on how many members of one class there can be; i.e there can be two Sabers or five Berserkers.
3. Masters fighting against Servants are considered to have two full ranks lower than their actual stats- this is to discourage a Master fighting a Servant by themselves. After all, you have your Servant for that.
4. Masters have three Command Spells- the ability to compel a Servant to go beyond the norm to fulfill an order. This is only within a certain boundary- a Servant cannot continue to fight if dealt a mortal blow even when commanded to with a Command Spell, but certainly dodging a blow will be within their grasp. Be wary of using up all of your Command Spells. Command Spells can be stolen from another Master or given freely- this will give the recipient control over the Servant these Command Spells control until they run out.
5. Master-Servant pairs also have access to two Destiny Breaks. A Destiny Break is the ability to defy destiny and survive mortal blows, dodge infinitely accurate attacks and squeeze out one last spell when prana reserves are at their lowest. A Destiny Break may be burned to achieve the impossible, within reason and GM discretion, but once a Destiny Break is used, it is lost forever.
6. If a Master is killed, his Servant will vanish shortly unless they have the Independent Action skill. If a Servant is killed, the Master is out of the war (and the game).
6a. However, if the Servant has sufficient ranks in Independent Action, they may seek a new Master, either made by their old player or assumed as a Servant by another player.
7. Rolls will be d20, and Parameter ranks are equal to a numerical bonus that is covered in the stats chart below.
8. There are three phases per ingame day - Morning, Day and Night. Each phase returns to both Servant and Master 5 Prana, for a total of 15 Prana a day.
9. There are other methods of Prana regeneration which will be explained later.
Name: Your name.
Age: Your age.
Gender: One’s gender.
Sex: One’s sex.
Description: What do you look like? How do you act? What is your backstory?
Motivation: What do you want with Millennium? Do you wish to destroy it? Or do you wish to control it? Or do you wish something else? This determines what faction you belong to in the Millennium War.
Magus?: Yes or no. This determines how certain spells and Noble Phantasms cost. A Magus gets +5 to all magic related rolls. Please only take this if your backstory would support you having education as a Magus.
Stat Parameters: 15 points to spend on rank increases.
Strength:E (This handles physical strength and ability to hit hard physically.)
Magic: E (This handles magic power and mana.)
Endurance: E (This handles constitution and health, as well as one's ability to take hits.)
Agility: E (This handles one's speed and ability to dodge hits, as well as dealing with ranged non-magical damage.)
Luck: E (This handles one's luck with critical hits and dodging, to an extent.)
Spells: 15/15 base. +5 points per Magic Rank.
All non-Command Spell based Magic requires a D rank in Magic. The base spell capacity is 2. Every full rank past D (without the +) increases the maximum spell capacity by 1.
Spell: All spells start as E rank.
-Boosting a spell’s rank costs 1 point. Master Spells cannot reach past A rank.
-Each rank of spells has a separate points pool to buy spell effects with, depending on the rank of the spell. Depending on the type of spell, there are two different pools of effects.
-There are two types of spells: Damaging and Utility.
-Damaging Spells do a base amount of damage according to spell rank. This damage is then boosted by the Master’s base Magic rank. Their effects can be unlocked on spell rank.
-Utility Spells have special effects that can be bought depending on spell rank.
- Masters cannot use spells beyond their Magic Rank.
Spell Name: What this spell is called.
Prana Cost: How much does it cost to cast it?
Spell Type: What does it do?
-Spell Damage (if damaging): How much does it damage you?
Spell Rank: How powerful is this spell?
Target Number: 1 is the base. Every extra target adds +2 to the Prana cost.
Description: What does it look like?
Effects: How much points you have to buy effects here depends on the rank of the Spell.
Abilities: 20/20 points.
Abilities are special boons; equipment, training or experience- that a Master may have to aid their participation in the Millennium War.
Servant Sheet:
Name: The servant’s title.
Sex: Wouldn’t normally need to ask this. Arturia Pendragon says otherwise.
Class: The Servant’s class and container while on Earth. This can be one of the seven below:
-Caster
-Saber
-Lancer
-Archer
-Rider
-Assassin
-Berserker
Description: What do you look like? How do you act? What is your legend?
Motivation: Why do they want to use the Millennium supercomputer?
Type: Hero/Antihero/Monster. This affects some Noble Phantasms and spells.
Stat Parameters: 25 points to spend on rank increases.
Strength:E (This handles physical strength and ability to hit hard physically.)
Magic: E (This handles magic power and mana.)
Endurance: E (This handles constitution and health, as well as one's ability to take hits.)
Agility: E (This handles one's speed and ability to dodge hits, as well as dealing with ranged non-magical damage.)
Luck: E (This handles one's luck with critical hits and dodging, to an extent.)
Class Skills: (Pick one set depending on your Class.)
Saber: Magic Resistance: C
Riding: D
Rider: Magic Resistance: D
Riding: A
Assassin: Presence Concealment: D
Berserker: Mad Enhancement: A
Archer: Independent Action: C
Magic Resistance: D
Caster: Item Construction: D
Territory Creation: D
Lancer: Battle Continuation: C
Magic Resistance: D
Class Skills are skills intrinsic to the base container these Servants use. They cannot be removed without an A-class Noble Phantasm or a Skill upon the Servant itself.
Skills: 20/20 points
These points can be allocated to buy Skills that are associated with this Servant, or used to prop up the Class Skills the Servant already possesses.
Noble Phantasm: 20/20 points.
Noble Phantasms, the meat of the Servant’s powers. Here, you will find the likes of Excalibur and Balmung, of Mjollnir and the Grand Arsenal of France, of the Hanging Gardens of Babylon or the Walls of Jericho. There are no limits on Noble Phantasms, but please keep it logical.
Noble Phantasm: All Phantasms start as E rank.
-Similar to spells, each rank of Noble Phantasm has a separate points pool, depending on the rank of the Phantasm. Depending on the type of Phantasm, there are two different pools of effects.
-Each rank of Phantasm has a separate points pool, depending on the rank of the Phantasm.
Noble Phantasm Name: What is this Noble Phantasm called?
Prana Cost: How much does it cost to cast?
Phantasm Type: What is it?
Phantasm Rank: Their rank determines both the power of this Noble Phantasm as well as the amount of points available to buy the effects with.
Target Number: 1 is the base. Every extra target adds +2 to the Prana cost.
Description: What does it look like?
(Please ignore this if your Noble Phantasm is not a Summon or Craft-type) Stats:
Craft: 60 HP (+10 per rank)
Endurance: E (+1 rank per Phantasm rank)
Summon: 30 HP (+5 per rank)
Strength: E
Endurance: E
Agility: E
(All Parameters gain +1 Rank per Phantasm Rank)
Effects: The points pool here depends on the rank of the Noble Phantasm.
Master:
Name: Nikita Juutalainen
Age: 34
Gender: Cisgender.
Sex: Male
Description: Generic badass guy.
Motivation: Destroy Millennium.
Magus?: Yes.
Stat Parameters: 15/15.
Strength: C+
Magic: B
Endurance: D+
Agility: E+
Luck: D
Magic: 39/45 points
1/4
Spell Name: Advanced Jolt
Prana Cost: 22 Prana units
Spell Type: Damaging
-Spell Damage: 18 damage
Spell Rank: B
Target Number: 1
Effects:
Anti-Unit Spell: +5 to Single Targets, +4 Prana cost
Abilities: 10/20 points
Natural Strength- Strength and Endurance rank up. 5 points.
Mystic Code:
- Mystic Code: Weapon: Nikita’s Puuko. A blessed knife. +10 to damage. 5 points.
Servant:
Name: Duchess Gemory of Twenty Six Legions
Sex: Female
Class: Rider
Description: A beautiful woman riding a camel. Actually a demon.
Motivation: Use Millennium to reclaim control over Hell.
Type: Monster
Stats: 25/25
Strength: D
Magic: B+
Endurance: E+
Agility: A
Luck: B+
Class Skills:
Magic Resistance: D
Riding: A
Personal Skills: 20/20 points
Monstrous Strength - C
Charisma- B
Protection of a Patron (Lucifer)
Noble Phantasms: 19/20 points.
1. Noble Phantasm Name: Demonic Fire
Prana Cost: 18 Prana
Phantasm Type: Spell
Damage: 12 HP
Phantasm Rank: C
Target Number: 1
Description: A demonic flame.
Effects: 0/12
Anti-Divinity- More effective against Divine beings. 6 points.
Brand- Halves healing. 6 points
2. Noble Phantasm Name: Gemory’s Retainer
Prana Cost: 23 Prana
Phantasm Type: Summon
Phantasm Rank: C
Target Number: 1
Description: Retainer: A generic demon.
Stats:
50 HP
Strength: C+
Endurance: C+
Agility: C+
Effects: 7/12
Valued Retainer- All parameters rank up. 5 points.
Please feel free to ask any questions, ask for clarifications or suggest modifications to this system. I only came up with it in four days to coincide with the release of this RP.
Credit goes to:TYPE-MOON for creating Fate/stay night and Fate/Extra.
BlitzDungeoneer for assisting in the creation of the system.
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