Touko Aozaki's page

3 posts. Alias of acecipher.




Introduction

A circle is laid out, one with a 6-pointed star. A chant can be heard.

There once was a man. A wise, noble man, of a great and noble family, a great seeker of knowledge.

*thump*

(Drive. Pride. Fear. Panic.)

He found what he sought... and that revelation drove him insane.

*Thump thump*

(Knowledge. Piety. Divinity. Destiny.)

*Thump thump thump*

Then there was a curse. A great and terrible one. One that claimed many who were unsuspecting of its effects.

*thump thump thump thump*

(Law. Freedom. Terror. Death.)\

*thump thump thump thump thump*

Together events come to the center, as per Iron and Silver. Death spreads from the east, and north, and south, and west. It will carve out atrocity to be remembered in history. Death and loss and fear. Bloodlust and Wrath and Madness and Strength and Independence and Divinity and Galantry and Bravery and Eternity.

*Thump thump thump thump thump thud*

(Five of six to be filled. I call forth...)

And now. Behind Him, a God. Ahead, a Leviathin. Besides him, death.

This is.... the 11th Holy Grail war.

--Serial Phantasm, the Ghost in the Machine

====================================================FATE/BLOODBATH====================================================

DAY 0

Fujou Ishida

....This was most unexpected.

After all of the work, after all of the preparation, all of the research, and all of the single-minded effort... the wheel of fate has cheated you.

The sister of the servant you wanted stands in front of you. So close, and yet so far away from what you asked for.

"Servant Archer, summoning complete." she says. "I ask of you, are you my Master?"


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Hey everyone from old games or old threads or other familiar people!

This shall be the main discussion thread for Fate/Bloodbath. Everyone needs to post here. Please use the Alias function to set a name for your master. Also please be careful about saying your servant's name. If you do feel you need to say it (and no one would be around to hear it), say "[SERVANT'S NAME]" or somesuch.

Also everyone from the old threads please do post here.

If you're new and interested in playing a RPG based off of Fate/Stay Night, please do PM me.


You all awake slowly.

After that great night of revelry (probably too great), you awake to a rhythmic swaying motion, a creaking sound to go with it, and the smell of salt mixed with mold and mildew. As you first move, you feel a splitting headache take its hold and dim light barely illuminates the bars in front of you, and the vague humanoid shapes in the cell across from you.

Since I started it early, I'll give everyone a chance to ready up before I really get things moving, because my next post will be probably loooooooong, and I just don't want to suddenly spring that on you if you want to do character development for a little. So yeah, post something--it could be as much as a paragraph (or more) or as little as a sentence, jsut don't overdo it since I will have to start things up soon after you awaken.


Male Human Ranger 2

Hey everyone, Starting the discussion thread now. So take all that pre-game RP stuff and move it over here-ish, since we're no longer recruiting and yeah.


Hey everyone!

Since interest has been shown, I too will be spinning off a game of Skulls and Shackles, just as others have (and most specifically from DM Calcifer's thread here). So, to satisfy the very very energetic players who want this to go through (you know who you are), I am starting a new one! Same rules apply as per Calcifer's game, so anybody created there will be fully acceptable.

Also, because I'm insane--I mean, demand is SO high, I will be accepting 8 players. To handle this overload, I'll be adding in a few elements to the campaign of my own design, that usually players absolutely love (and also hate simultaneously.)

Also also, feel free to message me anytime with things; I have numerous ways for you to contact me, or I can contact you, or whatever. Just message me or put something in your post and we can talk about whatever's on your mind.

So with that said, here are the rules! Get posting.

--Ace Cipher

Rules:

All rules taken from DM Calcifer. Special Character points also taken from DM Calcifer.

Starting out:

--All characters start at level 1.
--All official Paizo Products are approved (if 3.5 material, use Paizo conversion pdf)
--3rd part material acceptable with prior permission
--Any race defined by character levels is allowed (races may have an attribute bonus of net +2, so Aasimar for example has a +4 would gain a -2 to Con to balance it out)
--Minimum Starting Gold for your class + 1 Masterwork Item (Or +200 gp, your choice)
--20 Point Buy
--1 Normal Trait, 1 Campaign Trait
--5 Character Creation Points

Character Creation Points:
These points can be used to acquire the following things:
-1 point: Gain an extra 2 skills/level
-1 point: Add an additional spell to your spells known
-2 points: Increase point buy to 25
-2 points: Roll 3 times on the alternate Tiefling traits and you can pick one of the results. You can spend 1 extra point to pick a trait only 1 off of a result you got. (If you got a result of 23 you could spend a point to get 22 or 24 instead)
-3 points: Gain a Bonus Feat
-4 points: Directly choose something from the Tiefling chart (Can't choose 100)
-5 points: Increase point buy to 30


Hey everyone,

I've been trying to get a RotRL game off the ground, but because of life events, my previous recruitment has been insufficient (See thread: http://paizo.com/paizo/messageboards/community/gaming/connection/lookingFor OnlinePathfinderGroup&page=1#49 ). Any player from that thread is welcome here, you just have to post "I'm still in" or the like and you're ok. Ninjapirateassassin, you're already in.

The regularly scheduled time for this is 6-12 midnight CST on sundays. Next sunday (memorial day weekend) is busy for me, so everything should get going the first sunday of June, on the fifth. We use skype to communicate, and TTopRPG to actually play the games (or, if sufficient player demand, maptools).

So, for the new players: I'm looking for a group of 3-6 (preferably 4-5), and older players do get priority. Character creation is as follows:

-20 Point buy
-Your character must have a Varisian or Sandpoint regional trait
-anything from Core, APG or ultimate magic is allowed by default (I can still say otherwise if someone tries to break the system)
-Playtest classes and things fom other supplements are allowed, just make sure you tell me
-You may only take 2rd party or 3.5 things may only be taken with my pewrmission.
-Your backstory must contain a good reason as to why you are coming to Sandpoint. No "I was just walking by the area" BS.

Alright, that being said, any additional questions should be either posted in this thread, or directed to my skype (acecipher1). If I have any updates I will post them here, so do watch this thread if you do sign up.

--DAC


Hello All,

I'm a long time lurker here, but also a long time player of D&D, and a fairly experienced DM, and I also consider myself a theorist on many different RPG Homebrews. But so, I have been developing for a few months now an additional mechanic to add some flavor to Pathfinder that I find lacking from when there were spell points in 2nd Ed: Being able to use your magical power for things other than the specific spells you are allocated by your class, so that your spellcasters become much more useful outside of combat and can be adapted to any situation. So here it is.

Apologies in advance for my verbosity.

Improvizational magic: As a DM, There have been many times where I have not have wanted the BBG to come up, and after preparation cast some total evilstorm of awesome that there is no spell for in the spell book, and there have been times that I have wanted his sorcerrous henchmen to be able to similarly go beyond the limited extant spell list. My players have sometimes wanted to be able to cast some ritual to be able to chop down sections of a forest, and I as a player have wanted to take my water-oriented Oracle's magic and use it to make a stairway out of a waterfall.

The method I've gradually developed, I term Improvizational Magic. It lets players push the bounds of what is possible, without becoming broken. It lets even a combat-oriented sorcerror become useful during the in-betweens of an encounter, when you throw a flying cliff in their way. It opens up nearly unlimited possibility while providing just enough rules so as to neither stifle it nor make it more broken than a certain kobold sorcerror with a repetitive name (many 3.5 players will know who I speak of...).

Here's how I've ruled it in the past:

1)The players propose an idea of what they want their magic to do (for instance, send a fracture into a rock to weaken it to collapse when the wizard is finished preparing Earthquake).

2) After hearing the proposed use of magic, he will think of a minimum CL that would be required for the improvised spell, and possibly have to tell the players, no, you aren't powerful enough to do that.

3)The DM will tell them what components they require (Almost always somatic and verbal chants/prayers, sometimes a material component, let him use his discretion), and what spell slots it will use and any required spells to know (more on this later), and how long it will take to cast, and rarely any skill checks it might take.
3a)Optionally, he can conceal these from the players if he thinks the caster couldn't figure these out (but that gets broken in its own right).

4)Then, they cast the spell or they don't, and it succeeds or sometimes fails, depending on how you chose to resolve it. Fairly straightforward process: plan, gather resources, execute, watch fireworks. The DM will go through a similar process in his head for whatever NPCs he wants to use this.

Now, this is entirely up to the DM, and it should be stressed that any new DM should get more experience under his belt first (it puts a lot of decisions in the hand of the DM, and a new DM would probably not know off the top of their head how to handle it well), and the potential for it to be broken (for instance, it should never really be able to magically conjure some boulder in the middle of a combat about 300 feet over someone's head). However, when used correctly, it rewards and promotes player creativity and can be used to make "Oh, a Wizard did it!!" actually, well, not just an excuse.

For some examples of how it would work:

Like above, lets say that my party wants to get at the evil Necromantic baby-eating Tiefling Lich of badness and pain inside his castle (Side note: Give evil NPCs less flavor next time). So, the part has fought through the ghoul-i-gator infested swamp , but expended quite a few spells in order to defeat the Acid Lizard King (Side note 2: Never make a boss themed after Jim Morrison again). However, the thing has no exits, being essentially a Borg cube on top of solid bedrock (Side note 3: remind players how much I appreciate putting up with my seemingly impossible challenges) and the wizard did not prepare Dimension Door/Teleport/Fly/etc. But the Bard still has a bit of song left in his flute, and so he proposes that they use magic to create a crack underneath the castle so the wizard could use his remaining spell of Earthquake to make them all an entrance. And so, I'd tell them, you'd have to make a ritual for half an hour, and need to expend 1 3rd level spell slot, three second and three first, and afterwards you would give up Shatter or some other sonic based spell for 2 days (more on this later), and you would have to make One/two/three DC 20 Perform checks, depending on just how big of a crack he wishes to make.

So they agree, and when the ritual portion is done, the crack goes off and he passes two checks, so I give him 100 ft of rock broken under the wall and 10 ft wide of cracking. The Wizard casts Earthquake, and there's a massive gaping hole into the castle. They go in and find it deserted.

Theat's because the Evil Lich of Evil is 20 miles away, on top of a mountain, and looking down on a peaceful farm valley full of still living corpses. And he wants to add every one of them to his undead army. So, he decides to use the impromptu magic mechanic to kill everyone and everything. Because his spell is significatnly more powerful, it takes him four hours to finish casting, requires 8 pints of blood, and a blood diamond worth quite a significant sum of gold, and won't be able to cast cloudkill after this for a week or create undead for 4 days. If the party somehow manages to find his teleportation circle, well, he won't be able to use any of his 6th or 5th level spells, and will only be able to cast two 4th level spells, two 3rd level spells, three 2nd and 3 1st level spells that day (minus whatever he had already used too). Well, since the entire party is out of reach, his casting succeeds, and everything dies and all animals become undead. (Yaaaaaay, Zombie Cows.)

Those two are similar to what I've had done before in a game, but each was original. To calculate fair costs only took me about 3 minutes per spell off the top of my head. It allowed the game to move along faster and better than anything else I've seen used, and nobody's head exploded trying to breach the castle walls (In reality everyone just failed their perception check badly. There was a hidden entrance, but bad luck happens, and innovation has to make up for it).

So, as can be clearly seen from this demonstration, this certainly isn't free: it took plenty of time for both cases, had a large immediate impact upon their casting abilities, and also effectively removed spells from their spell list for quite a while (Although no one has lived long enough in game to test if its broken or fair, banning a spell for a month wouldn't be uncalled for, if the spell was really, really powerful).

At the same time, because the DM has discretion over its usage, this isn't a gamebreaker against the storyline with proper DMing. It isn't a gamebreaker for the players since its effects are only temporary (even if they do get persistent at much higher power levels), and don't leave them completely helpless (or shouldn't, if I have my numbers right). So, from everywhere I've seen it, its a win-win situation, and a valuable addition to the game when used properly.

So, on with the C&C! Especially the C part!!