Downystram

Story Guidelines.

Oct 1st, 2013
147
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 12.98 KB | None | 0 0
  1. -Awakened by noise
  2. -Tracked by servant
  3. -Servant summoned (Branch of multiple reactions depending on servant)
  4. -If involved in battle servant will gain a little respect/If not involved servant will be more protective
  5. -Grail explained/Grail intervention
  6. -HUNTING
  7.  
  8.  
  9. NPC'S
  10.  
  11. -----------------------------------------------------------------------------------------------------------------------------------------
  12.  
  13. Haruka Ren
  14.  
  15. Servant - Merlin
  16.  
  17. +2 Resources, Mysteries
  18. +1 Weapons, Athletics, Academics
  19.  
  20. Stress: 5
  21.  
  22. Fate Points: 6
  23.  
  24. 1. Magic Circuit
  25.  
  26. 2. Noble Spirit - Is from a high class family and owns a mansion of her own. Keeps her status hidden from her classmates at Fuyuki High.
  27.  
  28. 3. Inheritance - Inherited a large oaken staff as a family heirloom.
  29.  
  30. 4. Wind fang - Has an elemental affinity with wind but hardly makes the effort to use magic herself
  31.  
  32. 5. Clutz Trigger - Will become clumsy when called out on something that she intended to remain a mystery.
  33.  
  34. 6. En Garde - Is skilled with a rapier.
  35.  
  36.  
  37. -----------------------------------------------------------------------------------------------------------------------------------------
  38.  
  39.  
  40. >Arjuna
  41. >Alignment: Lawful Good
  42. >Strength: C
  43. >Endurance: D
  44. >Agility: C
  45. >Mana: C
  46. >Noble Phantasm: C-A
  47. >Luck: B
  48.  
  49. >Noble Phantasm:
  50. >Rank C++-- Gandiva: The Invincible Bow of Victory
  51. The bow given to Arjuna by Indra, it comes with a quiver of infinite arrows and lets Arjuna fire his other two Phantasms. The twang of the bow has a sound like the cracking of thunder, so while it gives the arrows piercing power, it makes stealthy shooting harder.
  52.  
  53. >Rank B-- Vajra: The Diamond Thunderbolt of Heaven
  54. Every three days, Arjuna may invoke Indra's name in a prayer. The result is that the next arrow Arjuna fires becomes a lightning-fast attack that can penetrate any defense: as fast as lightning, as strong as diamond. However, Arjuna must keep the arrow on the string for five seconds before it can be launched as a Vajra shot.
  55.  
  56. >Rank A-- Brahmashira: Oh Brahma, Sunder the Earth
  57. Once each week, Arjuna can pray to Brahma to use this weapon, which is a single, powerful homing shot that creates an explosion comparable to an anti-tank rocket. It can only be used on those with weaker abilities than himself, like Karna's version, and can't be supercharged with prana.
  58.  
  59. -----------------------------------------------------------------------------------------------------------------------------------------
  60.  
  61. Class: Saber
  62. Name: Beowulf
  63. Alignment: Neutral Good
  64. Strength: A
  65. Endurance: B
  66. Agility: D
  67. Mana: C
  68. Phantasm: B
  69. Luck: B
  70.  
  71. Ability: Monster Slayer (B+): Beowulf inflicts more damage against anything with beastial or draconic traits.
  72. Noble Phantasm: Hrunting, Sword of the Red Plains (C+)
  73. Hrunting is a incredibly sharp blade, able to cut through almost any substance. However, it cannot damage anything constructed magically.
  74.  
  75. Noble Phantasm: Naegling, The Unfailing Blade (B+)
  76. Naegling is Beowulf's trusted family blade. While it caps his strength at C, it at the same time increases his damage against monsters and dragons, as well as boosting his Endurance, Luck, and Agility to A.
  77.  
  78. Noble Phantasm: Bypassing the Hide (B)
  79. No matter the defenses, Beowulf can use his Strength to break through. He can forgo the use of his swords to boost his Strength to A+, and attempt to simply rip his target in half. This attack must be contested with the target's Strength.
  80. --------------------------------------------------------------------------------------------------------------------------------------
  81.  
  82.  
  83. Class: Saber
  84. Name: Okita Souji
  85. Alignment: Lawful Neutral
  86. Strength: B
  87. Endurance: D
  88. Agility: A
  89. Mana: C
  90. Phantasm: B
  91. Luck: C
  92.  
  93. Noble Phantasm - Rank A - "Kukuijimonji"
  94. An apparently normal, albeit very fine sword with only one remarkable quality: the ability to nullify magic along the length of its blade. Does average damage, in line with what a normal sword can do.
  95.  
  96. Ability - A+ - "Sandanzuki"
  97. In combat, Okita may initiate a strike that seemingly lands in three places at once. Combined with the nature of his Noble Phantasm, this makes defense exceedingly difficult.
  98.  
  99. Ability - D+ - "Hirazuki"
  100. Immediately after missing a strike or successfully parrying, Okita may launch a surprise attack that deals minor to moderate damage, depending on whether the opponent has seen the attack before.
  101.  
  102. --------------------------------------------------------------------------------------------------------------------------------------
  103.  
  104. >Mas Oyama
  105. >Saber/Assassin/Berserker/Ihavenofuckingidea
  106. >Alignment:True Neutral
  107. >Strength: A+
  108. >Endurance: B
  109. >Agility: B+
  110. >Mana: D
  111. >Luck: D
  112.  
  113. Notable Skill
  114.  
  115. Martial Arts A+++
  116.  
  117. >Noble Phantasm
  118. >God Hand: One Strike, Certain Death
  119. Mas Oyama was undoubtly the best hand-to-hand martial artist the Japanese Country ever saw, but most of the other fighters didn't know him or simply didn't believe on his feats so he decided to show his skills. He then went around challeging other dojos and doing stupedely powerful acts of skill.
  120. One of his biggest acts was fighting fighting with bulls with his bare hands and in many times killing them with one punch. After that Mas Oyama became known for his one hit one kill technique
  121. At any point of the fight Mas can enter on a specific stance and "charge" his punch, after charging he will unleash the punch and depending on the ammount of time charging, the power of the punch will increase where a fully charged punch will probably kill the opponent.
  122. Rank:A
  123.  
  124. >Kumite: The Bloody Test
  125. For 3 days Mas Oyama fought against 300 fighters at the same time and defeated all. Once completing it he decided to make the 100 Kumite the last test to get the final black belt on his dojo. To this day only 15 people managed it and none at the same level of Oyama.
  126. When fighting against a big number of people Oyama strikes gain a Anti-Army quality being able to knockout many in one single strike
  127. Rank: EX
  128.  
  129. ---------------------------------------------------------------------------------------------------------------------------------------
  130.  
  131. Class: Caster
  132. Name: Morgan le Fay
  133.  
  134. Strength: E
  135. Endurance: D
  136. Agility: C
  137. Magical Energy: A
  138. Luck: C
  139. Noble Phantasm: A+
  140.  
  141. Class Abilities
  142. Territory Creation: B
  143. Item Construction: B
  144.  
  145. Noble Phantasm
  146. Accolon
  147. Rank: E-A++
  148. Morgan le Fay steals an enemy's weapon, shield, armor, or accessory type Noble Phantasm and replaces it with a mundane replica. Only Noble Phantasm's whose name is known may be stolen, and only one Noble Phantasm may be stolen at a time. The change happens without anyone being aware except for Morgan until the phantasm is invoked, at which point the fake one breaks. The only way to retrieve the phantasm is to either take it back from Morgan or kill her.
  149.  
  150. Mark of the Green Knight
  151. Rank: A+
  152. Transforms a willing target into the Green Knight. If the subject is a human, they gain the physical abilities of a servant, granting them Strength B, Agility D, and Endurance C. If the target is already a servant, all of their physical parameters improved by one rank. While in the guise of the Green Knight, the target gains A+ regeneration, healing any damage received from attacks of a lesser rank in a matter of seconds. Morgan receives three temporary command seals with which to control or augment the Green Knight the first time this phantasm is used (these command seals can be overridden by her master's command seals). The target remains as the Green Knight until Morgan removes the mark or uses all of her command seals. Once all of the command seals are used, this phantasm becomes sealed and unable to be used for the remainder of the war. Only one target may be marked as the Green Knight at a time, and it cannot be used on Morgan herself.
  153.  
  154. ---------------------------------------------------------------------------------------------------------------------------------------
  155.  
  156.  
  157. Julie D'Aubigny
  158.  
  159. >Saber
  160. >Alignment: Chaotic Good
  161. >Strength: C+
  162. >Endurance: E
  163. >Agility: A
  164. >Mana: B
  165. >Luck: A+
  166.  
  167. Skill - Audacity (A)
  168. D'Aubigny does not have a weapon noble phantasm, but rather one based on her own audacity. The more difficult a task is, the easier it is for her to achieve it. Ergo, any negative penalties she should take instead become positive.
  169.  
  170. >Noble Phantasm - Elegant Duellist (B)
  171. With a single handed weapon, count D'Aubigny's Strength and Agility as one rank higher
  172.  
  173. >Noble Phantasm - Enchanting Voice (B)
  174. D'Aubigny had a famously enchanting voice, used in both her opera and in her... dalliances. When she uses the power of her voice, all attention comes to her and as long as she remains singing, everyone suffers a Rank reduction to combat stats.
  175.  
  176. ------------------------------------------------------------------------------------------------------------------------------------
  177.  
  178. >Jimmu, the first Emperor of Japan
  179. >Saber
  180. >Alignment: Chaotic Good
  181. >Strength: B
  182. >Endurance: C
  183. >Agility: C
  184. >Mana: B
  185. >Noble Phantasm: A
  186. >Luck: B
  187.  
  188. Noble Phantasm:
  189. >Futsu-no-Mitama: The August Blade of the First Emperor
  190. >Rank A+
  191. The sword gifted by Take-Mikazuchi to Jimmu on his campaign to pacify the East, Futsu-no-Mitama is a nodachi with a red blade. Jimmu can concentrate a massive amount of prana into the blade to wound with white-hot flames or launch it all into one massive arc.
  192.  
  193. >Yatagarasu: The Eight-Span Crow
  194. >Rank B
  195. The spirit crow that guided Jimmu on his journey, Yatagarasu can be called upon every 24 hours to scout for any one given thing in a 100-kilometer radius.
  196.  
  197. --------------------------------------------------------------------------------------------------------------------------------------
  198.  
  199. True Name: Yamato Takeru, the Brave of the Yamato
  200. Class: Saber
  201. Alignment: Chaotic Neutral
  202. STR: B+
  203. END: B
  204. AGI: A
  205. MANA: C
  206. LUCK: D
  207. NP: A
  208.  
  209. Phantasms:
  210. >Fake Bamboo Sword (C)
  211. A sword of bamboo, tied to its scabbard by vines. A shitty weapon, its only use is in his next Phantasm.
  212.  
  213. >Azamukite: The Trap of the False Sword (B)
  214. If Yamato-Takeru gets in close range, he can basically steal his opponent's Phantasm and use it for three rounds as a Noble Phantasm with its rank lowered by one. Any attempt to use the Phantasm by the target will instead give the Servant a bamboo sword that can't be drawn from the sheath. To use this, Yamato-takeru needs to know the Phantasm in question.
  215.  
  216. >Kusanagi-no-Tsurugi: Sword of the Storm (A)
  217. The sword wielded by the god of storms Susano'o, it allows Yamato-takeru to control the wind with each swing of the sword.
  218.  
  219. Personal Skills:
  220.  
  221. Battle Continuation (C)
  222. Riding (B)
  223. Combat Pragmatism (A): Yamato-Takeru is more than willing to rely on deceit and dirty tactics to win a battle.
  224.  
  225. ------------------------------------------------------------------------------------------------------------------------------------
  226.  
  227. Doctor Henry Jekyll
  228. Class: Berserker
  229. Alignment: Lawful Good / Chaotic Evil
  230. Strength: E
  231. Endurance: E
  232. Agility: C
  233. Mana: B
  234. Luck: D
  235.  
  236. Class Skills:
  237. Mad Enhancement: E-A
  238.  
  239. Personal Skills:
  240. Item Construction: C+
  241. The Servant is able to craft several potions of varying effects, particularly enhancing one parameter at the cost of another.
  242.  
  243. Eye of Mind (True): C
  244.  
  245. Noble Phantasms
  246. >That Baleful Transformation: B
  247. This Nobel Phantasm causes Berserker to transform into a smaller, younger creature. This effect raises his Endurance and Strength parameters to A+ and his Agility parameter to B. Also changes his Alignment from Lawful Good to Chaotic Evil. At its base level, can only be active for thirty turns.
  248.  
  249. >That Dreaded Liquid: D
  250. It was through a liquid medium that Doctor Jekyll lost his sanity. This Nobel Phantasm changes the way Mad Enhancement affects the Servant, causing it to discount the cost of That Baleful Transformation instead of removing the sanity from its user. Treat Mad Enhancement as Independent Action for determining how long That Baleful Transformation stays active.
  251.  
  252.  
  253. --------------------------------------------------------------------------------------------------------------------------------------
  254.  
  255.  
  256. Red Riding Hood
  257. Class: Caster
  258.  
  259. Strength: E
  260. Endurance: D
  261. Agility: C
  262. Magical Energy: A
  263. Luck: C
  264. Noble Phantasm: E-Ex/A/C
  265.  
  266. Class Skills
  267. Territory Creation: B
  268. Item Construction: B
  269.  
  270. Personal Skills
  271.  
  272. Animal Dialogue: A
  273.  
  274. Nature of a Rebellious Spirit : B
  275.  
  276. Noble Phantasms
  277.  
  278. Big Bad Wolf: E>EX - Red Riding Hood's feelings towards any individual she meets directly affects how her noble phantasm works. If she comes to hate or be afraid of people to a certain degree they will be marked as "Big Bad." and will face the full wrath of her noble phantasm.
  279.  
  280. The Woodsman: A - When cornered or threatened by those dubbed as "Big Bad." this noble phantasm may activate. Any human around has a chance to be given the title of "The Woodsman." and will be granted the woodsmans axe. This individual is treated as a servant for the duration of the noble phantasm and will have the protection of Red Riding Hood as their highest priority.
  281.  
  282. Grandmas Basket: C - A basket that always seems to have something useful for whoever reaches inside. Is usually just filled with treats and not used properly.
Advertisement
Add Comment
Please, Sign In to add comment