Updates will be attempted daily! At worst, expect an update every 2 days instead of one. Absences will be announced in advance and given definitive end dates if I can manage it.
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<span class="mu-i">In the year 1884, within a world much like our own, the country has fallen under threat from all manner of otherworldly creatures!</span>
Demons have begun laying waste to our great United States! They wield powers matched only by nature's own, combatting her natural fauna with their own unnatural forces! Control over fire, lightning, even one's own perception of reality... such creatures are not to be trifled with, and best avoided!
Yet, despite this common-sense advice, there exist people eager to ignore it! Walter Roy Buchanan, an aspiring naturalist from New York state, is one such person. He believes not in these demons' immense danger to human life, but in their utility to humanity! He sees them as more than mere threats-- instead, he considers these "neofauna" to be the key to humanity's future.
Walter carries with him four such creatures: a wounded sheep with the power to rend Heaven's lightning unto earth, dubbed "Mary"; a gentle silkworm five times the size of his earthly ilk, dubbed "Taylor"; an anxious young elemental with the power to paralyze his foes, dubbed "Florian"; a fiery young stallion with a mane made of flame, dubbed "Aster". He is joined, too, by two human companions: a wealthy state-and-businessman known as Thomas J. Steele (with his own demon, dubbed Indiana), and Thomas' hired bodyguard: a man by the name of "Andrew," whose own interest in demons almost seems to match Walter's enthusiasm!
These three gentlemen belong to a group of rebels named the Staters, brought together by State Governor C. P. Huntington's atrocities and kept together by their intimidating leader: Aaron Muyr. They have recently suffered multiple consecutive losses: their headquarters were compromised, several of their members were killed in a raid on their base of operations, and the entire city's military presence has been strengthened in response to their activities... all within merely a few days! The Staters exist now as a motley band of young men and other disgruntled citizens, working to dethrone Huntington and save California state from his murderous hatred of neofauna, never meeting in the same place for longer than an evening so as to avoid further disaster. Walter has become an invaluable asset to the group, working to boost their morale and teach members about how best to befriend and utilize neofauna to their advantage while personally tutoring Muyr in the matter for payment.
Welcome to Wikipedia Warfare! This is a player versus player quest where your goal is to defeat all other players with the powers, items, skills, and allied NPCs given to you based on randomly selected Wikipedia articles.
How does it work?
Step 1: You sign up by picking a name and (importantly) a tripcode so I can tell who wants to do what and prevent other players from making you do obviously suicidal actions via impersonation. You should use this when declaring your actions. I know this board has IDs, but using a tripcode will help verify identity if this ends up spanning multiple threads or if you're posting from different devices.
Step 2: Once I get enough players, I'll go on Wikipedia and go through random articles until every player gets 5 articles that could have any potential for interesting gameplay situations (aka i'm fudging away random filler articles about literal whos and shit nobody cares about). Afterwards, the game will begin, and you'll all be located somewhere also determined by a suitable random Wikipedia article. You also get a bonus article if you kill or otherwise eliminate another player from the game.
Step 3: Players will post their actions in the thread (which can be anything they can reasonably do within approximately 10 seconds), and if there's any possible uncertainty to whatever you're doing, I'll roll a d6 to see how well the action(s) succeed or fail, adding positive or negative modifiers depending on the situation. As a rule of thumb, rolling a 1 is a critical failure, 2 is a regular failure, 3 is a minor success, 4 is a normal success, 5 is a major success, and 6 is an overshoot. In the case of an attack, the target must roll to dodge, which is the same as rolling for an action except if you roll a 3 or below you get some level of injury (and likely death if the attack was sufficiently powerful and/or the dice roll was particularly low), with modifiers applying for factors like distance, armor, weapon type, etc. You can and should also use your action post to describe what any allies you have (whether granted via article or recruited from NPCs) will do. To reward timely posting, actions will be processed in the order they are posted. However, to prevent metagaming, I will give penalties to actions that clearly rely on information that the player character in question wouldn't be able to reasonably know.
Step 4: After actions are processed and any happenings as a result of them get tracked, I'll post an update in the thread with an attached image of where everyone is relative to each other and buildings, as well as their current statuses, articles, and inventories, and then ask for your next actions, repeating the cycle of actions and updating until someone wins by killing all other players, or otherwise preventing them from participating in the fight in any meaningful capacity.
For a test run I'll start with around 4-5 or so people, maybe more if there's sufficient interest. Also have fun.
Your name is <span class="mu-s">Insar'Sholo</span> and you are an Aristocrat. You are a Child of Two Stars. You stand before the Wisdom Tree.
“Wow! Such pretty fruits today, my lovely tree!”
You pick among the selection, the roots of the tree pneumatically lowering to your hands. You take a big bright red and a nice cool blue; colors representing the chemical and elemental gatherings within. The trees roots pierce deep, filtering the soils and air, collecting and concentrating. These are not the kind of fruits you eat, and yet, they are farmed as the heart and soul of the empire.
“Lovely, lovely Wisdom Tree!”
Turning around, the great broad-leaf plants dotting the world's soils lower, creating a safe and sanitary path for your smooth and unshod feet, the plant willingly dirtying its underside to avoid its master's foot touching the forest's unkept floor. The drones have planted a path from your garden to the nearby Wisdom Tree. On this planet, it is a tree. On another, it may be a great mushroom, or another, a mighty kelp bloom. They are still the beating heart of your society; without it, no Aristocrat can live.
Nine years ago King Aiden Perenolde betrayed the Alliance and sided with the Horde of Orgrim Doomhammer. Nine years ago Prince Alric Perenolde, the second heir of Alterac was sent into exile for his own protection. This exile turned permanent and Captain Normand Garside, your guardian for the past nine years made sure that you were safe and learned the useful skills that would help you in the future.
Now you are ready to carry the responsibility and unite the scattered Alteraci people and reclaim the lands that were once the Kingdom of Alterac.
Strahnbrad was a quiet city, as quiet as a city full of soldiers could be, no one said anything that didn't need to be said. The civilians minded their own minds and stayed out and away from the Syndicate business. And this all suited Eligius well. For the past two weeks he had been working as a scribe to Malgren, the leader of the Syndicate forces in Strahnbrad with his “wife” Pai the Assassin helping him with the work. This had gotten Eligius close, but not close enough, at least not yet.
Durnholde had turned silent as well. The ancient forests once full of gnolls and their bickering had ceased with the campaign having reached its goals. The gnolls were dead, their warbands and camps destroyed, leaders killed. What had gathered the different armies of Hillsbrad and Durnholde together had vanished under their combined might. But with the victories came questions and obstacles. How long is the reach of the Syndicate? Are they connected with the pool of Fel found in the forest and how many swords and blades did they really provide the gnolls with? For Prince Alric a lot was ahead of him, but he wasn’t the only one who was on a mission.
Yumigawa Rushorou was plunged into a life-or-death struggle in a surreal otherworld when, one day, he went to sleep in his familiar bed and found himself thereafter in the burning ruins of a nameless city. After ten days of struggle, he emerged victorious, standing as one of very few survivors of a crucible called the <span class="mu-i">Akeldama</span>. His enemies, one way or another, were dead. His allies had been protected. The ultimate prize was his. Then he woke up.
A note regarding Nasuverse canon, a sometimes confused subject even within official releases: the only things I will confirm as definitely canon to this quest are the 2004 visual novel Fate/Stay Night and the quest Fate/City Akeldama. If you bring metaknowledge from other Nasuverse sources into this quest it may turn out to be accurate, but there's an even chance it will be wrong. This can be treated as a wholly separate timeline, in the same way Tsukihime is cut off from the rules of the setting as they function in most Fate works.
WELCOME BACK, I plan poorly and don't ever note where the quest is on the board. I'll be using the last post of the prior thread as the first post of this thread so people can continue voting if they haven't already. I already have the votes from the prior thread saved and tallied but if you want to re-vote, please feel free as long as you let me know you voted once already.
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"That smell..." You begin. "You didn't bring... please tell me my apartment is demon free."
"Don't be a drama queen, course it is." He laughs as he sits up. "Honestly, a loyal friend brings you an apology gift and you can't even untwist your knickers long enough to say thank you."
"Thank you for what? The smell?" You grumble to yourself as you head for the window. "Question would at least keep it scent-free... God, I actually miss the normal break-ins."
"Come off it." John throws out.
"What'd you expect me to say? 'Oh. Hey. I was hoping to hear how the rest of your night went at Arkham.' something like that?"
"I'm chuffed you asked!" He barks, tossing the gift box to you. "It was actually a real pain in the bollocks, thanks for asking."
"A pain? You had Batman and you're supposed to be this big shot magician right?"
"Unfortunately for me, being hijacked and used as a Tulpa's johnny takes it out of a guy. I had to lug him out of there before it had a chance to affix itself to him again."
"And you didn't use a spell to just... float him or something?" You reply, picking at the tight knot of the ribbon. "You really don't have something like that?"
"First off, don't talk about my magic until you've looked in that box. Secondly, shutting down not one but TWO Tulpa's leaves a bloke a bit drained. So forgive me for not living up to your Magi stereotypes."
"Whatever." You reply. "After you forced me into a corner and got me to agree to a coma, I don't really think much of 'mages' anyway."
You pull the last loop and the knot falls apart, the ribbon hanging loosely around the box, you hear a metallic scrape and glance up to see John holding his zippo, loose cigarette dangling from his mouth. You narrow your eyes and he sneers.
"You opened the window, mate. I assumed..." He trails off as he watches you frown. "Well if you opened gifts faster than my granny maybe I wouldn't need a smoke. Not to mention all the hostility you have for a bloke who saved your life."
<span class="mu-i"> ''Great and powerful he was, tempered in the ways of war from a young age, full of vigour and ideas. But in comparison with his father, he was overbearing and autocratic, though clever enough to hide it. His time in Mithras had given him a taste for absolute rule, and he would do his best to replicate it." </span>
-Brother Dietpold of Marlhof monastery, Gesta Adlershorstenorum.
It was the summer of 1260 Anno Curia. After the initial setbacks suffered by the Duke of Greifswald, his eldest son and heir had brought back home new successes. Albrecht von Adlershorst had, with some success, reversed the gains made by the order since the unfortunate battle of Kleist, which saw his father crippled. Now, he had brought upon the Order of the Argent Star a new blow which erased the previous disgrace from the minds of the Greifswalder nobility.
Now, with the initiative once more on the side of the Greifswalders, the energetic heir of the duchy has resolved to use the gap in the enemy as best as possible. If he were to succeed and trample all the Vollinger Mark and Prauthia beneath the hooves of his steed. While Duke Dietrich recuperates in Rittersbach, his son Albrecht may very well claim for him a new crown….
You are Tristain d’Rusalka, a noble from the United Kingdom of Fodlan born with unique abilities bestowed upon you by the Goddess. You have journeyed across the sea to the desert kingdom of Morfis after receiving an invitation to join a mysterious competition. Though you know little of the trials that lie ahead, the winner of this contest has been promised the hand of Morfis’ Princess, Yulia Xan Phanes, in marriage. Seeking adventures, thrills, and battles that would be worthy of your might, you embarked on this strange voyage with nothing but your trusted axe.
In the three months you have spent in this foreign nation, you have overcome encounters with trained assassins, malicious cultists, former rivals from Fodlan, and even the ancient spirits that once ruled this land. Now, your path has finally led you to the Sorcerer Capital, where the world’s strongest warriors have gathered to compete. Your cousin, Bronte Weaver, whom you have not seen in over three years, awaits you.
>Tristain d’Rusalka >Level 35/50 Wyvern Lord (EXP: 50/100) HP: 69/69 (130%) Strength: 37 (75%) Magic: 25 (50%) Speed: 25 (40%) Defense: 27 (70%) Resistance: 19 (50%) Luck: 21 (65%) >Skill: Resolve (When HP falls to less than 35%, Strength, Speed and Defense increase by 7) >Dragon-kin Wyvern (SPD based chance for Fionn to launch an ice attack, dealing ½ MAG Damage.)
>Weapons: Silver Axe (+16 ATK), Bolt Axe (+14 ATK, Ranged, Targets RES) Hammer (+8 ATK, 3x DMG vs Armor Knights), Devil Axe (+21 ATK, -20 HP when Used) Iron Bow (+6 ATK),
>Spells: Fire (+3 ATK, 5 Uses) Elfire (+7 ATK, 3 Uses) Wind (+3 ATK, 5 Uses, 3x DMG vs flying)
>Abilities: Crest of Indech: You are able to make a follow-up attack on one foe, regardless of Speed. (4 Charges) Crest of Macuil: Double the damage of a magic spell. (3 Charges) Combat Art: Earthsplitter: Cleave all enemies standing two rows in front of you. (Cost: 1 Crest of Indech Charge) Combat Art: Throw: (Toss your weapon at an enemy and return it to your hand. Ranged attack.) (1 Crest of Indech Charge) Combat Art: Hit and Run: (Perform an attack that allows you to dodge the next harmful attack. Increases SPD by +7 for 1 turn. Costs 2 Crest of Indech Charges)