Quest A Sword Through the Multiverse: Stabbing Space Whales[A FSN/Worm quest]

Character Sheet
  • Speaker4thesilent

    Crazed Deplorable
    Attributes

    Strength: *****
    Stamina: ***** *
    Dexterity: *****

    Appearance: ****
    Charisma: **
    Manipulation: *

    Intelligence: ***
    Wits: ****
    Perception: *****


    Willpower: 10/10
    Legend: **** [15/16]

    DodgeDV((Dex+Dodge+Legend)/2): 7
    Parry DV((Dex+weapon wielding ability+weapon defense)/2):

    Dodge MDV((Willpower+Integrity+ Legend)/2)=9
    Parry MDV((Charisma or Manipulate+Ability)/2=

    Free exp: 3 (Spawn more omakes!)

    Skills(Mundane)

    Melee(Swords ***): ****

    Martial Arts: **

    Athletics: *****

    Resistance: *****

    Archery(Swords ***): *****

    Thrown(Swords ***): ***

    War: ****

    Dodge: *****

    Integrity: *****

    Linguistics: *****(yes)

    Pilot: ***

    Awareness: *****

    Craft(Magitech): *****

    Craft(Weapons): *****

    Craft(Armor): *****

    Craft(Cooking)(Cooking ***): *****

    Larceny: *

    Performance: **

    Presence(Nerds ***): *

    Drive: ***

    Socialize: **

    Stealth: ***

    Survival: ***

    Medicine: **

    Investigation: ***

    Bureaucracy: **

    Occult: *****

    Lore(Legends): ****

    Lore(Leaders): ****

    Lore(Local Customs): ****

    Skills(Supernatural): May only use [Legend] dots

    Structural Analysis: ***** ***** (Heroic Ability that effects Investigate, Lore, and Occult checks where Shirou can read an item's history. This can include immediate on-the-spot understanding of a weapon as soon as it is seen, and extend into understanding how it is and has been used.)

    Eye of the Mind(True): ***** *** (A product of extremely extensive combat experience, Eye of the Mind(True) is a Heroic Ability that affects Melee, Archery, Thrown, and Dodge checks, granting additional successes on combat checks with these abilities.)

    Hawkeye: ***** **** (An ability that reflects extraordinary perception. Effectively Heroic Perception, which grants bonus successes to sight-based perception checks.)

    Magic Resistance: **** (A skill indicating resistance to Shaping and direct energy damage effects. Grants automatic successes against the first and increased harness and soak against the latter.)


    Charms:

    Reinforcement: Expend up to [Attribute] motes of Legend and 1 point of Willpower. For the remainder of the scene, gain an extra dice in [Attribute] for every mote expended. (Currently limited to 2 motes by Legend.) Applicable attributes are Strength, Stamina, Dexterity, and Perception.

    One Who Seeks(Permanent): As an existence that Sought Endlessly, Shirou Emiya's Stamina exceeds normal limits. Maximum possible Stamina increased by one dot.

    On the Scent(Permanent): With a successful (Perception + Survival) roll, Shirou uses his enhanced senses to pick up on the almost-invisible traces of a foe’s trail. May be contested by a (Wits + Stealth) roll if the target is a Thinker or a Stranger with an applicable ability.

    Sixth Sense(Permanent): As one whose senses are superhumanly acute, Shirou is more likely to notice subtle hints that he has wandered into danger. Shirou gains extra dice equivalent to his Hawkeye rank on any (Wits+Awareness) roll to detect an ambush.

    Unlimited Blade Works

    Tracing: so long as one mote of Legend is committed to this ability, D and E Rank Noble Phantasms may be traced limited only by the number of blueprints Shirou can keep in mind at one time.

    Internal Manifestation: Locked. Gain additional Legend.

    Full Manifestation: Locked. Gain additional Legend.

    E-Rank Noble Phantasms
    Protophantasms:
    The Crystalization of Legends-Yet-to-Be. No activated ability. May be Broken for AoE damage.

    D-Rank Noble Phantasms
    Zabaniya: The First Dark:
    D-rank Anti-Unit Noble Phantasm: Wielded by Hassan-I-Sabbah before he founded his legendary order. The knife's only power is to be overlooked and ignored, by its wielder almost as frequently as its target. It can only be noticed by a target with high ranks in Instinct, Eye of the Mind(False), or similar abilities, but it can be avoided by those with sufficiently high luck.(Not DRM locked)

    Bow of Agincourt: Chivalry's Demise:
    D-Rank Anti Unit Noble Phantasm: One of the longbows wielded at the battle of Agincourt, it has become legendary by the [impossible occurrence] of mere peasants cutting down the flower of France's chivalry. As a result, any arrows fired by the bow have a conceptual advantage against [Nobility] and [Cavalry], doing double damage if the target shares one concept, and quadruple damage if it shares both. (Not DRM locked)

    Fragarach: Gouging Sword of the War God:
    D-Rank Anti-Unit Noble Phantasm: Fragarach counter attacks any opponent that targets its user. Multiple attacks will draw multiple counters.(DRM locked)(Please note that this is explicitly not Answerer)

    Trap of Argalia: Down With a Touch:
    D-Rank Anti-Unit Noble Phantasm: An ornate, gold accented lance wielded by Astolfo, Paladin of Charlemagne, this Noble Phantasm's killing power is sub-par. However, any foe struck by the tip is made to fall to the ground. Since the attack is not a lethal effect, it is very difficult to avoid. (DRM locked)

    Yew Bow: The Bow of Prayer:
    D-Rank Anti-Unit Noble Phantasm: A crossbow made from the wood of the Yew trees of Sherwood Forest. Wielded by Robin Hood, the crossbow's bolts are coated with a lethal poison, and invoking the Noble Phantasm's name multiplies the effect of the poison by several times. By mis-remembering the type of poison, Shirou may use this as a non-lethal effect. (DRM locked)

    Kilenc Sárkány: Dragon Cry Thundering Voice:
    D-Rank Anti-Army Noble Phantasm: The cry of a dragon given physical form by the spirits of ancient Hungary, this Noble Phantasm has the unique attribute of basing it's attack and damage on the user's Charisma instead of Dexterity and Strength when activated. (Not DRM locked)
     
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    Allied Information
  • Speaker4thesilent

    Crazed Deplorable
    Attributes

    Strength: ***
    Stamina: ****
    Dexterity: *****

    Appearance: *****
    Charisma: ***** *
    Manipulation: *

    Intelligence: ****
    Wits: ****
    Perception: *****

    Willpower: 10/10
    Legend: **** [16/16]
    Dodge DV((Dex+Dodge+Legend)/2): 7
    Parry DV((Dex+weapon wielding ability+weapon defense)/2):

    Dodge MDV((Willpower+Integrity+ Legend)/2)=10
    Parry MDV((Charisma or Manipulate+Ability)/2=

    Skills(Mundane):

    Melee: *****

    Martial Arts: ***

    Athletics: ****

    Resistance: *****

    Archery: *

    Thrown: *

    War: *****

    Dodge: *****

    Integrity: *****

    Linguistics: ***(Old English, English, Japanese, Latin)

    Sail: **

    Awareness: *****

    Craft(Earth): *

    Craft(Cooking): *

    Larceny:

    Performance: ****

    Presence: *****

    Ride: *****

    Socialize: ***

    Stealth: **

    Survival: ***

    Medicine: *

    Investigation: ***

    Bureaucracy: ****

    Occult: **

    Lore: ***

    Skills(Supernatural): May only use (Legend) dots

    Charisma: ***** *** (An ability consisting of the skill to command a group of people and a person’s charm, natural or learned. Effectively Heroic Charisma, giving bonus successes to all charisma checks.)

    Instinct: ***** ***** (Arises from an extremely strong sixth sense. Someone with high Instinct does not see a blow coming, nor do they predict it with long experience, they simply know that they are about to be attacked, and react. This skill nearly rises to the realm of clairvoyance. Provides bonus successes to dodge, awareness, and join battle rolls.)

    Mana Burst: ***** ***** (Utilizing a momentary surge of Prana, Saber boosts her combat capabilities for the critical moment she strikes or moves to evade an attack. Effectively Heroic Strength and Dexterity, granting bonus successes on Strength and Dexterity checks that are not prolonged actions as well as boosting her dodge DV.)

    Magic Resistance: ***** ***** (A skill indicating resistance to Shaping and direct energy damage effects. Grants automatic successes against the first and increased harness and soak against the latter.)

    Charms:
    Carnwennan: Commit at least one mote to Carnwennan in order to become attuned to the weapon and begin gaining temporary dots in the Supernatural Skill Presence Concealment. (May gain up to [Legend] or 6 dots in Presence Concealment whichever is less. Cost as follows: 1, 2, 4, 6, 10, 12)

    Additionally, may expend up to [Legend x 2] motes to activate Carnwennan’s Anti-Magecraft effect, converting one dice per mote of incoming energy damage into a ranged Melee attack.

    Invisible Air: Keep one mote committed to conceal whatever weapon is currently being wielded behind a shroud of wind. May spend up to [Legend] motes to utilize either the Hammer of the Wind King (making a ranged attack with the Melee skill and gaining up to [Legend] automatic successes on damage dice), or Barrier of the Wind King (creating a zone of highly turbulent air [Legend] yards in diameter that requires any enemy that attempts to enter or who begins their turn within to succeed at a Dexterity+Athletics roll at difficulty: [Legend] or be knocked prone.

    Excalibur: Locked. Gain additional Legend.

    Rhongomynaid: Locked. Gain additional Legend.

    Prodigy of the Sword(Passive): Gain one bonus success to all Melee rolls when using a sword. All other Melee rolls gain one bonus die.

    Caught in Her Wake(Passive): As a leader who brought together a collection of individuals of incredible power, Arturia's Charisma exceeds normal limitations. Maximum possible Charisma increased by one dot.
     
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    General information and thread rules
  • Speaker4thesilent

    Crazed Deplorable
    This Threadmark is for special Thread rules and general information.

    The Character Sheets and thus combat system and all rolls will be based on the Exalted/White Wolf system.

    Do not pester me for updates; I will do my best to update once a week. If you bother me, I will slow down just to spite you.

    Do not abuse other participants. It can be hard to differentiate joking and more serious stuff on the internet, so let's avoid that problem altogether. I even promise to try to sit on my sarcasm.

    Since it seems some participants can not be adults about this, discussions of racism in 1980s England are a derail and will be reported. Discussions of politics in 1980s England are a derail and will be reported. This should have been clear from the above rule, but it seems some people still missed it.



    To clear up some issues, I will be posting some extra OOC/Meta stuff here. Try to use it IC and I will break your fingers spirit through the weight of salt I will pile on you.

    1.) Parahuman energy effects count as magecraft.

    2.) Contessa can’t path Saber/Shirou, they are blind spots like Eidolon. And even when she finally gets enough information to model them, her models are immediately rendered invalid due to EotM and Instinct.

    A Short Guide to Stunts(This description is from Exalted 2nd edition. I own nothing except the pdf.)
    The rules of Exalted reward players with additional dice for describing their characters’ actions in an evocative manner. The out-of-game rationale for a stunt bonus is that well-described actions keep the game interesting for everyone and help the Storyteller set the scene. In game, stunts represent the capacity of epic heroes to be truly spectacular when they take risks and act like heroes.

    At the lowest level, one-die stunts require a good description of an action, adjudicated by the Storyteller. In return, the player gains one additional die, and the character may perform feats that border on impossible (such as running across the heads of people in a crowd, deflecting a blade or arrow barehanded and so on).

    Two-die stunts require that the character interact with the environment in some notable fashion, taking advantage of the scenery that the Storyteller has provided. This can be physical environment or things the character knows about the world, like an enemy’s phobias or a lover’s favorite fl ower. The player gets two bonus dice and may perform limited dramatic editing. No detail of the scene may be contradicted, but minor details may be “revealed” in the context of the character’s actions. For instance, a character might leap off a parapet to escape a hail of arrows, and the player could use a two-die stunt to reveal a banner fortuitously hung on the wall, which the character grabs to save himself. The Storyteller may veto any editing that he feels strains belief or is otherwise inappropriate (such as an edit that contradicts a major detail he has not yet revealed). Players cannot generally use a stunt to draw a “hidden” weapon from nowhere, although some assassins might well have shuriken or throwing needles hidden all over their person, leaving exact placement vague until a good stunt opportunity arises.

    Three-die stunts are singular acts of greatness, stunning bravado and visual poetry, defined by their capacity to leave the other players slack-jawed in astonishment. If any doubt exists as to whether a stunt merits three dice, it isn’t a three-die stunt. In addition to providing three bonus dice, these feats allow for the same measure of dramatic editing as two-die stunts.
     
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