Avatar of vancexentan

Status

Recent Statuses

3 yrs ago
Current Losing a game of dragon ball the breakers because my dipshit allies wouldn't give me their fucking dragon balls pisses me off. the raider was already nearly dead fml.
3 yrs ago
devaronian is the race you're looking for. They're basically thugs for the hutts for the most part.
3 yrs ago
Man I'd love to be proven wrong so i'll keep trying but still it sucks like the fourth time this has happened for entirely seperate reasons each as dumb as the last.
3 yrs ago
Man I just can't stick with a DND Group. I'm aware I feel pushy at times but I never intend to push anyone into doing anything. I'm just feeling so dejected at this point.
1 like
3 yrs ago
In general I've given up play by post roleplaying. I only check on occasion due to how NO ONE commits to forum posting in my over ten years of experience.
1 like

Bio

I'm one of the surviving members from the event known as Guild Fall. I am a big fan of Mobile Suit Gundam and am very specific on what I want in a roleplay. I have completed two roleplays (one is debateable) and have over six years of roleplaying experience dating back to when I was in Middle School.

Most Recent Posts

@PaulHaynekWell chances are you'll be needing to play Caster as well so that's why I'm asking.
@BrokenPromise Yes because I shouldn't be dictating what everyone needs to do with their character. After they go to the location they should go to then it's up to them with what they want to do with their characters. In this roleplay I've had the same character (my own granted) forced into two separate routes before due to being paired with different characters multiple times. Prideful, and calm Lancelot didn't go and listened to his master. Angry, and brashful Mordred grabbed her master and literally dragged him there. I don't leave them blank, and empty with nothing to do either. They stick around the church? Talk to other people let there, the priest who gathered them there, or perhaps simply speculate on the events at hand. Leave? You can run into another servant. You can go home and prepare more. You can go to the actual fight scene given and do things there. You can talk things over with your partner. Also forcing everyone at the church prevents anyone from interacting with the partner/servant and preventing character from giving backstory, and or allowing players to interact with other players before they get there.

In this specific roleplay Leon always arrives second, and meets a character who has always been so far Togami. In this circumstance nothing changes except for the difference in his partner. Then whoever arrives next meets the new comer and talks to them leaving the trio isolated waiting to see if anyone else arrives. The meeting while almost mandatory in the roleplay is not in the context of the roleplay as it is an open invite from the aforementioned priest/overseer. Servants aren't let inside for the safety of the humans and thus can interact on their own as well they can observe, and try to spy on others or they can try to be open. Lancelot disguised himself and hid in plain sight, and Mordred immediately went up to someone and demanded they acknowledge her power. Jeanne of Arc goes and keeps herself hidden out of caution.

You may have your own biased opinion against group scenes but I feel them necessary as a classic DnD player. Simply put the group characters need a common location to meet and then be allowed to branch off into what they want to do depending on the character.
Alright thanks for the info. I'll reply when everyone is settled in I suppose.
My policy with starting off rps is to make the goals achievable by all characters. A small change from "Samantha (player character) needs to see the queen" to "A member of the party (any player character) needs to see the queen." It's also important to remain in contact with the people spearheading the group to make sure dead ends are avoided.

And then sometimes you're just unlucky and 80% of your group loses interest.


I'll give an example: In my fate/stay roleplay we all start off with one simple goal: Have the characters meet up in the church for 'important news everyone!' in regard to their end goals. They all meet and some can plan. Big battle ensues some distance away. You can leave, or go to the fight. Then the roleplay dies because a third of the people leave and no one wants to post because 'gotta wait for people to post' which quickly grinds things to a halt.

That specific example given context could apply to a multitude of my roleplays. I usually give my players either a place where they can all go or I specifically make something for them. So I'm more or less becoming more cynical the more I see people not post because more than enough of my roleplays have died because people lack the common courtesy of saying 'i'm not interested anymore'
Ben is kind of out of the loop at the moment. However if you have nothing for him that's fine. As for Andre...I'm sure he'll come to regret his choice of words. He was hoping his edge would scare the kid off.
@PaulHaynekWell it is what it is. Technically there's another version of this alive of RPA though I wouldn't call it alive so much as slowly walking.

As for this roleplay is there any class in specific you want?
How many times have this RP been rebooted?

Anyway, can I play as a newcomer Master? Like, he accidentally summons a Servant and gets roped into the wonderful world of Fate/stay night?


I suppose it's fair as Shiro had precedent but it'd have to have some sort of reason to go along with it.

As for how many times this has been rebooted? On this site...two or three. All together? About six or seven. I take no responsibility for the deaths of those roleplays each time players have left with little to no notice.
@AmmokkxNo not you in specific. A lot of my roleplays have died due to one or two people randomly dropping out more or less killing the rp where it stands.
I'm so bloody sick of my roleplays dying due to player negligence. I am more than readily able to admit when it is my fault when an rp dies (see my rosario vampire roleplays they got pretty boring). However I can't do jack when other people unceremoniously drop the roleplay or literally move it into a dead end when no one else can post because no one can do anything. And I can't post as the bloody gm because I was the second to last person to post rendering me into a spot where I either waste my time with a post that's been forced and may get no replies, or crack open the casing of the current setting to force things along.
The following roleplay has been made on casual before as a high casual roleplay however due to player negligence I have failed in making it successful on there. So, while there aren't as many players on advanced, I'd figured I'd throw this up here and see if anyone is interested.
===



The year is 2012 and the next holy grail war is set to begin with the last ending in a flat out no-contest with the death of one of the magi ending in two friends left forcing them to call it a draw as neither side wanted to end the other. Or at the very least that is what the church overseer had claimed. The last war was held in Fuyuki city, and now it seems to be held there once more due to the failure of the previous masters whom saw the war fail to find a proper conclusion leading to the aforementioned draw. However the pent up magic from the previous war seems to have caused unfortunate consequences in this war as well according to the church. As the masters begin to gather and summon their servants it would seem that there is a specific clause for this particular war. An enforcement made by the guardians of the grail itself in order to make sure a winner is definitely declared in this war. The grail's magic in the last war seems to have somehow been used to reawaken old bloodlines of magisters and has caused an influx of a new group of potential candidates whom all seem to wish to take on the chance to win this new power despite some being slow to learn, others have quickly mastered their powers. How many masters, and magus whom have been reawakened by this new power is unknown. However some mages have taken up the challenge of finding out why this has happened, and how to little success.

The war is just beginning and the stipulation has been sent out by the neutral priest whom is acting as the overseer, the individual in charge of the war. The groups shall break up into teams of seven people or less. The winners of the war shall all receive one minor wish granted to them personally due to the nature of the war the grail's magic may end up needing to be shared among the winning party. Though how they are to team up is up to them there will need to be two sides of the war anyone who refuses to side with a party is allowed to continue fighting in the war however they will be outnumbered, and possibly eliminated quickly. To this end the neutral party led by the Overseer has inclined to offer a meet up at his large home for those who wish to become a part of a side without having to seek out other masters by themselves. This war is setting up to become a mess as rules have been changed and old rivalries have been resurrected from long past eras. What shall come of the war is up to the masters and the servants who fight for them.

====

Hello everyone assuming you're still interested after hearing the plot basis I have some stuff I'd like to inform you all about. Yes fourteen magi will be participating in this war. In order to incorporate a actual roleplaying basis for this I will be putting all player characters on one singular team. The win conditions for the war have been altered slightly from usual wars in that you must eliminate, or force a surrender from the opposing team. There is no set hierarchy so it may be necessary to force each individual master to surrender to the other faction. Y

You may play as a servant, or a hero/master. I encourage you to make two separate characters so you can play both. For masters I will be willing to shorten requirements on servants if you wish to make them an add-on to your main master sheet. You may also play as a servant alone but you will need a player character master to attach yourself to. In the case of drop outs ex-masters will be allowed to re-summon servants, and already made servants can attach themselves to an existing master, or make one for their own.

Of course this being a fates roleplay PVP combat is allowed however there is a big restriction on it: Both players on either end must agree to do so. Battles like them will be done in either a collab, or done in an arena battle. This is to prevent random player killings from say Assassin.

A note is I'm going to do my best to balance out certain aspects of characters as to prevent any power playing from happening. Some people will excel at certain areas and others won't. Therefore it's how you use your abilities not the quality, or quantity of them that will end up with a victorious winner. To make sure there is no confusion I may need to nerf down some canon servants and prevent custom ones from being too strong. Some of them have the ability to auto-kill or hit enemies and in a roleplaying setting that is very much unacceptable as it makes games hard to balance. You may not make a character who did not exist in history with some sort of record or legend telling of them. Indian Mythology is especially bizarre power wise so I recommend not choosing them.

On note of Japanese servants I've decided to discontinue them with few exceptions like Sasaki Kojiro. In canon the japanese servants were not summonable by the fuyuki grail. And characters like Tadakatsu Honda, Oda, and Hanzo get boosts on already probably ridiculous stats.

An example of the above would be say Siegfried as Saber. He has armor the prevents him from taking damage from B-Rank weapons, and abilities or below. An argument can be made for not nerfing them however I am reserving the rights to do so if I view it necessary. Remember even the lowest ranking servants can lift up cars. Power levels are everything in fates. That would be far to strong and I'd bring it down to C rank to at least make him more vulnerable and less prone to not being harmed by more or less everything.

With that being said I'm reserving the spot of Saber unless someone has a great idea for a saber class. I'm willing to relinquish saber only to a player who is definitely going to be playing to the end of the roleplay as it is a vital class being either a heavy damage dealer, or a big tank. They can easily be overplayed if not careful. With that being said I feel the need to repeat it: I am willing to give someone else Saber if they can play the role well, and continuously. I have no issues playing most of the other classes if need be.

Also I would recommend picking a more combat based assassin. Spying on people is all well and good but it's hard to regulate in a roleplay like this.

Here's a list of roles currently claimed:
typemoon.wikia.com/wiki/Servant
Saber: Reserved by Gm
Archer:
Lancer:
Rider:
Caster:
Assassin:
Beserker:
© 2007-2026
BBCode Cheatsheet