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BESM! Experienced group LF1M for PVP oriented game.

Hello roll20! thanks for taking the time to check out our lfm advertisement! I'm Tricia! I will be the head GM for our Fate/Zero game. Rule system: Big eyes, small mouth (3rd edition) Anime: Fate/zero Opening : we need one player to play as a Master. We will choose the player via a skype interview. So if you are interested, please pm or post with your Skype details and times that are convenient for you to meet (please remember to include timezone) many can, and please, apply. But only one will be chosen this opening will be accepting applicants for about a week. About us: Our group has been playing together for over a year and a half. We have experience with a wide variety of systems & play weekly. Why we are a tight net group of friends, we readily welcome newcomers into our family. We broadcast our games on twitch. However, use of a webcam is not required. Play time : this particular game will meet every other Saturday at 11 pm CS T. We have no expectation in terms of duration as this is largely an experiment. The game will begin 29NOV Trailer: <a href="https://www.youtube.com/watch?v=rl94WZWya-M" rel="nofollow">https://www.youtube.com/watch?v=rl94WZWya-M</a> The story of Fate/Zero takes place ten years prior to the events of Fate/stay night, detailing the events of the 4th Holy Grail War in Fuyuki City. The Holy Grail War is a contest, founded by the Einzbern, Makiri, and Tōsaka families centuries ago, in which seven mages summon seven Heroic Spirits to compete to obtain the power of the "Holy Grail," which grants a miracle to each member of the winning duo. After three inconclusive wars for the elusive Holy Grail, the Fourth War commences. ____________________________________________________________________________________________________________________ Due to the atypical nature of this game, we are foregoing the usual gaming structure (1 GM being the storyteller for the players) Instead we will be utilizing a structure that we fill would the needs of a PVP/Espionage game. This is done to eliminate players learning what the other teams are doing, fostering that atmosphere of mystery and danger. It is also done to keep players playing, there will be no breaks where you are inactive and waiting for the GM to get around to "Your Turn." Player code of conduct: 1) While the ultimate goal is to unite the players against a common goal, this is a PvP game. Please take careful consideration in getting attached to your characters, because their deaths may be the goal of other players. If you are trading sword blows or magical attacks against another player, you're doing what is intended for the game. In the event of character death: There are only 3 player ran teams, so if a servant or master, or both die- they will be given their choice of the NPC teams. This, hopefully, will help mitigate the loss of characters. There will never be a scenario were players are not playing in game, GMs will make sure of that. 2) Please use good sportsman conduct. Understand that if you defeat another player- the last thing they want to hear is you impaling their corpses on spears as an example for other teams. Even the cruelest of characters should be role-played in the least offensive way. Remember, we are friends above all else- In character role-playing be damned. 3) No outside chatting and trading of information. The in game consequences will not make sense and destroy the immersion for the players. If two teams seek to talk, they must do it in game and in the presence of a GM. We will combine calls, ect. Character Creation: Before we can make characters, we must choose and fill spots within the game's structure. Structure- GM Tricia co-GM William co-GM Noctum Team 1 Master Filled Team 1 Servant Filled Team 2 Master Filled Team 2 Servant Filled Team 3 Master Available Team 3 Servant Filled So as per the table, there are two different roles a player could play. Please do not ask to be on teams quiet yet, simply choose if you would like to be a master or servant. The GM will be assigning teams after characters are created. It is important that you keep your identity in game hidden from other players until they actually see them in game. This helps game immersion & will not give your enemy an unfair advantage. Masters : a designation given to an individual, usually a magus, who has become one of the formal participants of the Holy Grail War by obtaining Command Spells and forming a contract with a Servant. With advanced manipulation of the system, it is possible to accomplish feats like having two Masters for one Servant. One takes control of the Command Spells, while another, like a character's wife, provides energy. Either one is capable of holding or accepting new Command Spells to control the Servant. Under ordinary circumstances, a Master is always a spellcaster, usually a Magus with a Magic Circuit, who is selected by the Grail. It is possible for an ordinary person to become a Master, as well as untrained individuals such as a mundane serial killer, though this is rare. A Master that is providing Prana to a Servant will "leak" magical energy in a volume that is easily detectable to most spellcasters. The leakage is distinctive, allowing a Magus to determine that the Master has a contract with a Servant. An active Master will also possess a Command Spell as a visible proof of their contract. Master may be a Homunculus, as opposed to human. One per campaign Servants : Servants are Heroic Spirits made into special familiars of the highest rank that are bound to the Master. Pure Heroic Spirits, the "main body" in the Throne of Heroes, can only be summoned by the World, and summoning even one is considered to be a miraculous occurrence. Differing from the normal definition of familiars that can be likened to minor mascots unable to be stronger than their masters, Heroic Spirits are the most powerful of beings with which even the five magicians would never be able forge a contact. Rather than it being a hard process to summon them or the fact that they far surpass magi, it is their intrinsic nature in that they are beings beyond magecraft. Magi can perform rituals to borrow their power to mimic them, but cannot summon actual Heroic Spirits themselves. Even the Holy Grail lacks the power to summon a true Heroic Spirit, so the process is facilitated by summoning them into one of seven vessels prepared beforehand. The Greater Grail makes a copy using information from the "main body" of the Heroic Spirit, an "emanation", that returns to them as information, in the form of a soul, upon the death of the Servant. Disconnected from the "main body", they are able to know of the actions of the Servant through records, as if reading a book. Due to this, any Heroic Spirit summoned in multiple Holy Grail Wars will lack knowledge of previous summonings. The only exemption is King Arthur due to her unique circumstances. Similarly as to how demons require a form invented by humans in order to take shape, Heroic Spirits need a form to exist in the world. The vessels, classes, act as their temporary name and method of existing. Acting like a "passport to the present", the vessel prepares them for their role as a familiar in advance, allows them to take on that role to help them take form, and brings them forth into the world. Only heroes matching the attributes of the classes are brought forth, allowing them to be summoned into any reflecting their abilities. Although too powerful to be controlled by humans, they are bound by three Command Spells, representing the Masters' "right to rule" over them, with obedience towards the Command Spells being the "absolute condition required for materialization." Due to the prospect of having a wish granted by the Holy Grail, it also serves as incentive cooperate with the Master, as well as requiring them for energy upkeep and acting as their anchor to the world. Killing them will normally go against their purpose, but the Command Spells protect the Master from those who would kill them to seek out one who would be more suitable. The Servant system was designed to summon only the souls of "true" heroes - benevolent, honorable, and selfless protectors of humanity and justice. Evil spirits can be summoned. These entities can still be considered to be Heroic Spirits if they were widely worshipped, respected, or feared in life. Servants are beings able to switch between a Spiritual Body and Material Body at will. If the Servant is without a Master, has issues with the Magical Paths, or has a Master unable to supply energy, they must supplement themselves elsewhere. Those summoned as Servants are given the minimum information required to allow them to fit into any era. No matter how ancient the Heroic Spirit, they should understand a number of concepts that were not known in their time. The knowledge is not all-encompassing, so concepts may have to still be explained to them. They are not granted knowledge on other Heroes through the Grail, but rather from knowledge gained within the Throne of Heroes. Witnessing traits of other Servants can allow them to deduce their true names with the knowledge even if they are from incompatible eras. As spiritual beings, servants cannot be harmed by modern weaponry Heroic Spirits summoned by the Holy Grail are place into one of seven classes. The seven standard classes are Saber, Lancer, Archer, Rider, Caster, Assassin, and Berserker. However, this changes ever so often, so please feel free to use a custom class. Saber : Servants placed within this class are agile and powerful melee warriors. It is commonly assumed to be the best class overall, with high ratings in all categories. It is one of the three Knight classes, together with Lancer and Archer and also possesses the Riding skill like the Rider class. Lancer : Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. It is one of the three Knight classes, together with Archer and Saber. Archer : Servants placed within this class are usually proficient with projectiles and can survive longer without a Master nearby, thanks to their special ability Independent Action; the strongest Archers can be difficult to control at times, in fact, due to their near-total independence from their "Masters". It is one of the three Knight classes, together with Lancer and Saber. Rider : Servants placed within this class place emphasis upon speed and powerful Noble Phantasms, which often include their mounts. Their special skill is Riding, which allows them to fully utilize abilities of their mounts (which can range from simple horses to mechanical vehicles to divine or supernatural creatures.). Caster : Servants placed within this class are adept in magecraft and have a special ability akin to Reality Marble, called Territory Creation, which alters or creates space around them to enhance their sorcery. Assassin : Unavailable to players Berserker : Servants placed within this class are always heroes who have gone berserk in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness (i.e. sanity) for a large power boost. Most Masters are incapable of controlling their Servant once Mad Enhancement has been activated, which eventually results in their death. Thanks for for taking the time to read our post! Our hopes are high for adding a mature and exciting player to our roster!
Great post! Good luck finding your master!
[M]Avacyn said: Great post! Good luck finding your master! Thanks [M]Avacyn! Our group was soo excited to hear our game attracted the attention of a Roll20 developer! We haven't had any players apply yet, but we're still crossing our fingers.
Never before have I wished I knew non-D&D systems as hard as I am now. Any chance I could get a link to your twitch channel? I would love to see how a holy grail war might play out in a tabletop enviroment.
Hello Drew! Sorry for the late response, had to make sure the link was correct. Our normal Twitch stream is <a href="http://www.twitch.tv/williamx232" rel="nofollow">http://www.twitch.tv/williamx232</a> We play every saturday, tonight we will be playing a super hero campaign. Thanks for the interest! & an important note for anyone not playing because they don't know the BeSM system- That's not a problem! This will be our first time playing it as well! So completely new players are welcome!
Bump! This is a great group to play with. I've been with them for over a year, and it's been a blast. Everyone is helpful in character generation, and it's just an awesome experience all around playing week in and week out with these guys and gals.I can not wait until we kick off this new game. It's going to be WILD fun!!
Last call! There still has been no players who applied & we will be closing recruitment tonight 25NOV14
Doing it. I love Fate/Zero and have not really been in a successful game set in the Fate universe, and would love to try it. I have minimal experience with BESM but have played far too many RPGs and will be able to learn very quickly. My skype is stephen.a.nye1, and hope to be accepted!