Fate: Vita/Redux

Be big anime heroes and then die to a single crossbow bolt.
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Knight
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Fate: Vita/Redux

Post by Knight »

In Fate, there are two distinct beings within the world. That of Masters, humans who have given themselves or perhaps been chosen to wield Command Seals and make controls, and that of the Servants, awe-inspiring figures from history with grand powers. Yet, in order for this awesome figures to survive within our world, they require mana to continue their existence. That is where these, for the most part, human Masters come into play. For in order for Servants to exist, a Master needs to be sustaining them and even ordering them around.

Servants
Spoiler
Gnosis: 30
Level: 10

Demanifested Form
Servants can travel in forms that are completely invisible to the naked eye along with being impossible to detect with most scrying abilities. They are also able to move though solid matter, but cannot carry anything with them and have limited perception abilities. They can still hear people near them and sense life, but are unable to use any other sense.

Inhuman Abilities
Servants are able to push their abilities far past that of a human. They begin with Inhumanity, letting them place physical and mental Characteristics at 13. Furthermore, they have a +4 to their Fatigue Points and allocate 68 points to their Characteristics, can increase characteristics to 13 instead of 10, and do not pay extra points for increasing characteristics above 9.

Immortality
Servants never age, nor do they have to worry about disease aside from those the were summoned with. Furthermore, they do not require food, sleep, or oxygen, but the lack of air can slowly drain their mana. While "suffocating", they take three times as long to die from it.

Favored Souls
Beings of legend, who have done many things within their life. Perhaps it was destiny, luck, or something else entirely. They begin with 4 Creation Points instead of the usual 3, but can forgo this bonus Creation Point for 75 DP. They also have a natural armor of 9 versus all types of modern day weapons (firearms, missiles, etc.) unless that weapon is utilized by a Servant. This natural armor ignores Armor Reduction modules.

Unusual Size
While Servants may have characteristics that push them to great heights and body mass, they are summoned in a form that best represents them or what their summoners believe them to be like. They may select any appropriate Size.

Noble Phantasm
Each Servant has a unique ability. Some are best suited for slaying entire armies, others are focused on destroying servants themselves. There are even a few that act to support the servant and their allies. This is an ability that has a budget of 100 or 150 MK. Taking 100 MK gives you 1 additional Creation Point. Discuss with your Gamemaster if you have a different idea for an ability.

Noble Phantasms are such extreme powers that Servants find themselves having a hard time using them without siphoning from a master. A Noble Phantasm costs 7 Fatigue for a Servant to 1/4th the ki costs of a Noble Phantasm. Dropping to 0 Fatigue in this way will kill the Servant in 2 rounds or after a short amount of time unless a large amount of mana can be given to them.

Only Servants, Relied on Mana
When a servant is summoned, they are always bound to a master. For without a master, they would find their power to fade quickly and their form disappear as the mana ensuring their continued existence fades away. This is represented by their "Fatigue", which they can spend 4 Fatigue Points at a single time. Battles between servants burn a lot of mana, meaning every 4 rounds a Servant loses 1 fatigue point. Should they take a single Critical Injury with 0 Fatigue Points, then they will die.

Servants form contracts with their Master, with are further bolstered by Command Seals. No matter the task, the servant must accomplished the Command to the best of their abilities. If the Master ever uses all three of their Command Seals, then there is little keeping the Servant from ending their Master's life if they wish to.

Servants can rarely go above 4 regeneration.

Class
While servants are all Heroic Spirits, for the most part, they are divided into classes that best define their abilities. Whenever a Servant is summoned, they are placed into one of the classes. Each class has one or two Class Skills that differentiate between them. Skills are ranked from E to EX, the lower the rank the more meager the skill is.

Each Servant is able to upgrade their Class Skill from E/D with DP. Ranks can't be skipped. Each Class has initial spending value which is multiplied by by the rank. This means if Saber's initial spending value for D Rank is 10, then C rank would be 20. Class Skills can't be raised after initial character generation.

Saber
Servants placed within this class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all categories, and they are often heroes from the Age of Gods when magecraft was still commonplace. The qualifying conditions require the Heroic Spirits to have legends as knights of the sword, and it is the class that requires the highest levels of attributes in all but the Magic attribute. It is possible for the status qualifications to be bypassed in special circumstances, such as through Nero Claudius's Imperial Privilege. Toyotomi Hideyoshi's Noble Phantasm Sword Hunt qualifies him as an extremely rare Saber without qualities distinctive of the class. Compatible Heroic Spirits usually excel in delivering powerful burst attacks.

A Saber servant may increase their Strength characteristic to 15 while their Dexterity and Constitution can be increased to 14. Furthermore, Attack and Block or Dodge gain a bonus of 20. Sabers also have 1 Destiny Point (found in Gaia: Beyond the Dreams) regenerating the Destiny Point at the beginning of a session if used.

Magic Resistance Initial Cost: 10
Riding Initial Cost: 15

Magic Resistance: This skill grants protection against magical effects. This increases the Servant's Magical Resistance and allows them to use their MR in place of any other test vs. any effect from a Spell. They may still be affected by effects of said magic such as a spell causing a roof to collapse, burying the Servant.

EX - 80
A - 60
B - 50
C - 35
D - 25
E - 15

Riding: A skill denoting the ability to ride mounts and vehicles.

EX - Be it Ride, Drive, or Pilot, you are always considered to have 100 points in the skill. Furthermore, you are able to ride and control any creature to include dragons.
A+ - Be it Ride, Drive, or Pilot, you are always considered to have 80 points in the skill. Furthermore, you are able to ride and control any creature except dragons.
A - Be it Ride, Drive, or Pilot, you are always considered to have 70 points in the skill. However, this only applies to normal creatures and vehicles.
B - Be it Ride, Drive, or Pilot, you are always considered to have 50 points in the skill. However, this only applies to normal creatures and vehicles. Increasing Ride, Rive, or Pilot only costs 1 DP at a maximum.
C+ Be it Ride, Drive, or Pilot, you are always considered to have 30 points in the skill. However, this only applies to normal creatures and vehicles.
C - Be it Ride, Drive, or Pilot, you are always considered to have 20 points in the skill. However, this only applies to normal creatures and vehicles. Increasing Ride, Drive, or Pilot only costs 2 DP at a maximum.
D - Be it Ride, Drive, or Pilot, you are always considered to have 10 points in the skill. However, this only applies to normal creatures and vehicles.
E - You can claim you are good at riding horses.

Lancer
Servants placed within this class, many of which are Heroic Spirits who were knights, are very agile, display excellent close combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lance. The qualifying conditions to be placed within the class are second only to the Saber class, requiring overall excellent attributes and a high agility attribute. Their only particular class ability is Magic Resistance, and although they "tend to be less flashy than the other classes", they display great reliability.

Lancers are able to increase their Agility Characteristic to 15 and Strength Characteristic to 14. Furthermore, Dodge or Block gain a bonus of 20.

Magic Resistance Initial Cost: 15

Magic Resistance: This skill grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. Depending on the rank of the skill determines how high a level of Magic the Servant can ignore.

Archer
Servants placed within this Class excel in possessing powerful Noble Phantasms, are able to act as highly effective scouts, and are frequently Heroic Spirits from the Age of Gods when magecraft was still commonplace. The qualifying condition for the Heroic Spirits is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. They possess high Magic Resistance as a Class Skill, so most modern magi are unable to inflict damage to them. They also possess Independent Action, allowing them the ability to act independently for a length of time without an active supply of magical energy from their Master.

Archers may spend 200 MK on their Noble Phantasm or 150 MK for 1 Creation Point.

Magic Resistance Initial Cost: 15
Independent Action Initial Cost: 10

Magic Resistance: This skill grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. Depending on the rank of the skill determines how high a level of Magic the Servant can ignore.

Independent Action: The ability to remain independent even when rejecting the Magical Energy supply from one's Master; the ability that allows for action even in the absence of the Master.

EX - The Servant is able to operate fully without a Master, but some servants may find themselves relying on a sole reason in order to continue or still need a Master in order to supply continued use of their Noble Phantasm.
A+ - The Servant is able to operate pretty much fully without a Master, but still requires one for Noble Phantasms.
A - The Servant is able to operate one week without a Master, but Noble Phantasms of great magical power may quickly drain them without the assistance of a Master.
B - The Servant is able to operate two days without a Master, but this relies on conserving as much mana as possible and avoiding battles.
C - The Servant is able to operate one day without a Master, but this relies on avoiding battles.
E - The Servant is able to operate for a few hours without a Master.

Rider
Servants placed within this Class are those known for riding mounts, whether living beasts or human constructs, during their lives. There are even some cases where legendary animals have been summoned as a Servant such as Vánagandr and Red Hare. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities. They have the class abilities of Magic Resistance and a high rank in Riding, allowing them to fully utilize the abilities of their mounts. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception as the ability to ride them falls under a different Skill; however, rare exceptions do occur.

Riders can increase their agility Characteristics to 14. Typically, they have their Riding Skill at A rank.

Magic Resistance Initial Cost: 15
Riding Initial Cost: 5

Magic Resistance: This skill grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. Depending on the rank of the skill determines how high a level of Magic the Servant can ignore.

Riding: A skill denoting the ability to ride mounts and vehicles.

Caster
Servants placed within this Class are usually adept in magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. Due to not requiring any strong statistics, they generally have low combat abilities, and due to the majority of Servants having some form of Magic Resistance, this Class is thought to be the weakest of all seven. They make up for this with other means, using magecraft that no longer exists in the current age and, no matter which Heroic Spirit is of which Class, possessing many possible ploys to be used against enemies. Those of the Saber Class can likely challenge any Caster who uses magecraft as their main offensive ability without needing to plan due to their high Magic Resistance, while those of lesser resistance like the Rider Class may require more strategy. Their class abilities are Territory Creation, altering the surrounding lands in favor of their sorcery, and Item Construction, which allows the magus to create magical items and tools.

Casters are limited to 11 points within their physical Characteristics (except Agility). Intelligence and Power can be raised to 15. The Occult ability only costs 1 DP. Casters also have 3 Destiny Points, regenerating 1 at the beginning of a session if used. Casters also begin with The Gift Advantage for free.

Item Creation Initial Cost: 10
Territory Construction Cost: 15

Item Creation: It is the Skill to manufacture magical items, from implements of war to items for daily use. Also, this Skill requires time to gather components and manufacture items. Some Servants may find themselves to not utilize normal means of construction and may take the "Manacraft" skill. This skill represents the ability to use one's own mana in order craft items of various sizes. Use the Forging chart as a guideline.

EX - Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 100 points in the skill. Furthermore, you never suffer a penalty for Time Employed that is greater than -10.
A+ - Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 80 points in the skill. Furthermore, you never suffer a penalty for Time Employed that is greater than -20.
A - Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 70 points in the skill. Furthermore, you never suffer a penalty for Time Employed that is greater than -40.
B - Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 50 points in the skill. Increasing Art, Music, Herbal Lore, or Forging, only costs 1 DP at a maximum.
C+ Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 30 points in the skill. However, this only applies to normal creatures and vehicles.
C - Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 20 points in the skill. However, this only applies to normal creatures and vehicles. Increasing Art, Music, Herbal Lore, or Forging,only costs 2 DP at a maximum.
D - Be it Art, Music, Herbal Lore, or Forging, you are always considered to have 10 points in the skill. However, this only applies to normal creatures and vehicles.

Territory Construction: It is the Skill to build a special terrain that is advantageous to oneself as a magus, such as for the purpose of collecting mana. This tends to be taken literally, but may also be taken more figuratively such as crafting a vast library in one's mind.

This uses the rules for creating Sanctum Sanctorums, but with a few unique changes: First off, the difficulty for creating one is never above Difficult. Secondly, one can be crated wherever one wishes and can be easily dismantled. Teleportation into and out of one can still happen.

EX - At this level, one may summon a large castle or plot of land and shape it as they see fit. (A level 5 Sanctum Sanctorum.)
A+ - Creation of a "Temple" becomes possible, but with added benefits that may be to a Servant's taste or for better effects. (A level 4 Sanctum Sanctorum, but with 14 Minor Effects.)
A - Creation of a "Temple", which is superior to a "Workshop", becomes possible. (A level 4 Sanctum Sanctorum.)
B - Creation of a "Workshop" becomes possible. (A level 3 Sanctum Sanctorum. 2 Major Effects cost 1 Power.)
C+ - Creation of a "Laboratory" becomes possible, but with added benefits that may be to a Servant's taste or for better effects.
C - Creation of a "Laboratory" becomes possible. (A Level 2 Sanctum Sanctorum. Minor Effects cost 25 of the Servant's maximum Zeon.)
D -Creation of a "Laboratory" becomes possible, but limited in scope or lifespan. (A level 1 Sanctum Sanctorum.)

Assassin
Within certain Holy Grail War structures, the only qualifying Heroic Spirits are the nineteen Hassan-i-Sabbah due to the etymology of the very word Assassin being tied to them. Within the Fuyuki Holy Grail War, is said to be fixed in the system itself that Hassan will always be summoned, but there is a small chance, so low as to be considered nonexistent, that another will answer the summons. The existence of Sasaki Kojiro is an aberration within that system due to his unique circumstances. Within the world of Fate/Apocrypha, the Subcategory Holy Grail War led to a proliferation in the number of Hassans summoned, a "golden era" where Assassins were a great menace because, on top of their mana consumption being low, killing Masters was far easier than battles between Servants. However, this resulted in all of their True Names and Noble Phantasms to be documented, and countermeasures against them were taken, and the Hassan boom fell into decline.. Masters eventually began adding additional lines to the summoning incantations and bringing catalysts not associated with Hassan to call upon different Heroic Spirits.

Assassins are limited to 12 points in physical Characteristics except for Agility which can be raised to 14. They gain a special bonus of +30 to Stealth and Hide. Assassins also have 3 Destiny Points, regenerating 1 at the beginning of a session if used.

Presence Concealment Initial Cost: 10

Presence Concealment: The capacity to hide one's presence as a Servant.

EX - At this level, a Servant is Completely Invisible. A Servant can make an Inhuman Notice check to notice their presence with a -40 penatly. Upon attacking, this drops to Absurd.
A+ - The ability to conceal one's presence to a great effect, even against Servants. The Servant gains Invisibility, but servants may make an Absurd Notice check to notice their presence with a -30 penalty. Yet, when about to attack, the difficulty drops to Very Difficult.
A - The ability to conceal one's presence to a great effect, even against Servants. The Servant gains Invisibility, but servants may make an Absurd Notice check to notice their presence with a -20 penalty. Yet, when about to attack, the difficulty drops to Moderate.
B - The ability to conceal one's presence to a good effect, even against Servants. The Servant gains Invisibility, but servants may make a Difficult Notice check to notice their presence with a -20 penalty. Yet, when about to attack, the difficulty drops to Easy.
C - The ability to conceal one's presence as a servant from all except Servants. The Servant gains Invisibility, but Servants may make a Moderate Notice check with a -30 penalty. However, right before an attack the Rank drops to Routine.
D - A ranking unfit for a real Assassin Servant, but grants the ability to conceal one's presence as a servant from all except Servants. The Servant gains Invisibility, but Servants may make an Easy Notice check with a -20 penalty.

Berserker
Servants placed within this Class are always Heroic Spirits who have gone berserk during battle at least once in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness and sanity for a large power boost. This Class is usually for magi who have summoned Heroic Spirits with insufficient abilities and attributes, allowing them to strengthen their Servants to make up for their lower attributes and compete against stronger opponents. While it is ideal for Servants to reach the level of the Heroic Spirit, the Class allows for their attributes to surpass even the original. If used on an already strong Heroic Spirit, such as Heracles, they will become empowered to truly extraordinary levels. The abuse of this to create powerful Servants has made the Class referred to as the strongest of all seven classes.

Berserker Servants can only have 12 points within Endurance and Agility characteristics. Yet, Mad Enhancement will modify these characteristics afterwards.

Mad Enhancement Initial Cost: 5

Mad Enhancement: The raising of basic parameters and strengthens one's physical abilities in exchange of hindering mental capacities and/or in exchange for their sense of reason. In some cases, it also affects and/or seals away some techniques, Personal Skills and Noble Phantasms.

EX - A steep increase in one's parameters. Some find themselves still able to conversate, but usually all have a level of madness to them that is noticeable by anyone that speaks with them. ( A +4 to physical Characteristics, -4 to Intelligence and -4 to Perception.)
A - Rank up for all parameters, but most of one's reason is robbed. ( A +3 to physical Characteristics, -3 to Intelligence and -3 to Perception.)
B - Rank up for all parameters, but takes away most of sanity. ( A +2 to physical Characteristics, -2 to Intelligence and -2 to Perception.)
C - Rank up for all parameters except Luck and Mana, but in exchange, one can no longer think and speak properly. ( A +1 to physical Characteristics, -1 to Intelligence and -1 to Perception.)
D - A small rank up for all parameters except Luck and Mana. Most Berserkers of this level find themselves able to hold coherent conversations-- even if not for long. (A +1 to the modifier of physical Characteristics except Agility, -1 to Intelligence and Perception modifiers.)
Masters
Spoiler
A Master is simply someone who has managed to contract a Servant. They have been chosen or sought out their Servant. While they are far from the power level of Servants, they still tend to display some sort of skill.

Masters cannot use Summoning or Psionics.
Gnosis: 10
Level: 3

Command Seals
Upon the Master's body, usually located on the right hand, are 3 Command Seals. A Master may burn a Command Seal to force their Servant to force them to accomplish one task. A Master may use Command Seals to temporarily power up a Servant, heal their wounds, or even draw out their Noble Phantasm. Yet, the Command Seal doesn't return for a week after being spent in this way.

Some Masters may find that servants, such as Berserkers or those with high Independent Action Skill, do not follow any orders except those given by the Command Seal or if their ideals line up. Command Seals also allow one to use Command Spells.

Picked by Destiny
The Master has been ordained by fate or perhaps their own stubbornness to change their destiny. Masters have 3 Destiny Points, regenerating 1 at the beginning of every session. Masters also have an additional 80 Zeon and 1 Base Magic Accumulation.

Servant's Upkeep
A Master must pay 15 Zeon every day to support their Servant. A Servant that sleep for at least 6 hours a day reduces this upkeep by 2. A Servant that eats also reduces this upkeep by 2. In their Demanifested form, this drops to 5 Zeon, but they are unable to benefit from eating or sleeping. To utilize a Servant's Noble Phantasm, the Master must pay 100 Zeon.
Command Spells
Spells that are unique to Masters, unable to be casted by anyone else unless they craft some sort of psuedo-Command Seals.
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Knight
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Re: Fate: Vita/Redux

Post by Knight »

Image
Name:
Servant Class:
Height: [Feet or Centimeters]
Weight: [Pounds or Kilograms]
Origin: [History/Legends/Mythology/etc.]
Region: [London, Japan, etc.]
Alignment: [Lawful Good, Chaotic Neutral, etc.]
Gender: [Male/Female]

Birthday:
Likes:
Dislikes:
Talents:

Class Skills:

Personal Skills:

--- Stats ---
Spoiler
Level: 10 | Category: Between Worlds (Servant)
LP: X | Class: X
Str: X Dex: X Agi: X Con: X Int: X Pow: X WP: X Per: X
Pre 75, PhR 75, MR 75, PsR 75, VR 75, DR 75
Other Resistances:

Initiative:
Attack Ability:
Defense Ability:
Damage:
AT:

Abilities:
Modules:
Ki Abilities:

Size: X | Appearance: X | Regeneration: X | Movement Value: X | Flight Value: X | Fatigue: X

Secondary Abilities:
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Knight
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Posts: 171
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Re: Fate: Vita/Redux

Post by Knight »

NPCs:
Criminals
Despite everything great with New Tokyo, there's still crime. At the very least, gangs are few and far in-between thanks to police cracking down hard upon those who don't even try to hide their criminal activity. That just means that organized crime is the most popular. Racketeering, loansharks, and scams tend to be the most popular.
Yakuza
An organized criminal organization based out of Japan. There's talk about "honor" in the Yakuza. First off, you listen to your Patriarch. Whatever he says goes. Second off, don't kill civilians. It's a bad business model and an even worse reputation since cops will be breathing down your neck more. Third, the Yakuza is your family. There's no betraying your family or trying to get out of your family. Yet, that's only when you're dealing with traditional families. Not all of them are gonna restrict themselves to handing out loans and racketeering.

Mistakes are commonly punished with losing a finger. This either shows foolishness or someone that's been a yakuza for awhile.

Yakuza
The average yakuza, preferring the gentle touch of a tanto instead of loud and impersonal guns. They'll do anything for their Patriarch.
Level: 1 | Category: Normal
LP: 80 | Class: Freelancer
Str: 5 Dex: 6 Agi: 5 Con: 5 Int: 5 Pow: 5 WP: 5 Per: 5
PhR 30, MR 30, PsR 30, VR 30, DR 30
Other Resistances:

Initiative: 50 (Tanto & Unarmed)
Attack Ability: 70
Dodge: 60
Damage: 40 Cut (Tanto), Precision
AT: 0

Abilities: None
Modules: Improvised Weapons, Unarmed
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 5

Secondary Abilities:
Athleticism 30, Driving (Car) 20, Intimidate 20, Streetwise 30, Notice 40, Search 30, Hide 15

Yakuza Assassin
Sometimes the Yakuza just need someone dead. Certain Yakuza members specialize in firearms for this purpose, but that hardly means they're easy targets if found in melee range.
Level: 2 | Category: Normal
LP: 80 | Class: Freelancer
Str: 5 Dex: 6 Agi: 5 Con: 5 Int: 5 Pow: 5 WP: 7 Per: 6
PhR 35, MR 35, PsR 40, VR 35, DR 35
Other Resistances:

Initiative: 45 (Sniper Rifle), 65 (Tanto & Unarmed)
Attack Ability: 95
Dodge: 70
Damage: 55 Thrust (Sniper Rifle), [40 Cut (Tanto), Precision]
AT: 0

Abilities: None
Modules: Projectile Weapons, Unarmed
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 5

Secondary Abilities:
Athleticism 20, Intimidate 25, Notice 55, Search 55, Track 30, Composure 35, Hide 45, Lockpicking 25, Poisons 25, Stealth 15, Trap Lore 35

Yakuza Lieutenant
The first line of leadership is the Lieutenant. Commonly, families will have three lieutenants under one captain. Then the captain answers to the Patriarch.
Level: 3 | Category: Normal
LP: 106 | Class: Freelancer
Str: 6 Dex: 6 Agi: 5 Con: 6 Int: 6 Pow: 5 WP: 5 Per: 5
PhR 45, MR 40, PsR 40, VR 45, DR 45
Other Resistances: N/A

Initiative: 55 (Tanto & Unarmed)
Attack Ability: 95
Dodge: 85
Damage: 45 Cut (Tanto), Precision
AT: 0

Abilities: None
Modules: Improvised Weapons, Unarmed
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 5

Secondary Abilities:
Appraisal 20, Athleticism 50, Composure 20, Driving (Car) 20, Intimidate 40, Streetwise 50, Notice 60, Search 50, Tactics 20
Mafia
Originating from Italy, the Mafia is close to the Yakuza, but the idea of honor is more estranged to them. Assassinations on snitches and those getting in the way of the Mafia's activities could be quickly tortured and killed no matter if they're civilians or not.

Mafiaso
The usual type of thug in the Mafia. Not commonly dressed in suits like Yakuza, but they still like to be stylish.
Level: 1 | Category: Normal
LP: 96 | Class: Freelancer
Str: 5 Dex: 5 Agi: 5 Con: 6 Int: 5 Pow: 5 WP: 5 Per: 5
PhR 35, MR 30, PsR 30, VR 35, DR 35
Other Resistances:

Initiative: 30 (Club), 50 (Unarmed)
Attack Ability: 65
Dodge: 60
Damage: 30 Bludgeon (Club), Precision
AT: 0

Abilities: None
Modules: Improvised Weapons, Unarmed
Ki Abilities: None

Size: 11 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 35, Driving (Car) 25, Intimidate 20, Streetwise 20, Notice 40, Search 30, Withstand Pain 20

Mafia Enforcer
When the Mafia wants to prove a point, they send in one of their larger fellows to "help" remind people that the Mafia is here for 'em.
Level: 2 | Category: Normal
LP: 115 | Class: Warrior
Str: 7 Dex: 5 Agi: 5 Con: 6 Int: 5 Pow: 5 WP: 6 Per: 5
PhR 40, MR 35, PsR 40, VR 40, DR 40
Other Resistances: N/A

Initiative: 25 (Sledgehammer), 50 (Unarmed)
Attack Ability: 90
Block: 70
Damage: 55 Bludgeon (Sledgehammer/Warhammer), Precision
AT: 0

Abilities: None
Modules: Improvised Weapons, Unarmed
Ki Abilities: None

Size: 13 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 25, Driving (Car) 10, Intimidate 40, Notice 30, Search 30, Feats of Str. 55, Withstand Pain 35

Mafia Lieutenant
The officers of the Mafia display a greater brutality and loyalty than their soldiers.
Level: 3 | Category: Normal
LP: 106 | Class: Freelancer
Str: 6 Dex: 6 Agi: 5 Con: 6 Int: 6 Pow: 5 WP: 6 Per: 6
PhR 45, MR 40, PsR 45, VR 45, DR 45
Other Resistances: N/A

Initiative: 55 (Dagger & Unarmed)
Attack Ability: 100
Block: 75
Damage: 35 Thrust/Cut (Combat Knife), Throwable/Precision
AT: 0

Abilities: None
Modules: Projectile Weapons, Improvised Weapons, Unarmed
Ki Abilities: None

Size: 12 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 55, Composure 15, Driving (Car) 25, Intimidate 30, Streetwise 40, Notice 60, Search 50, Withstand Pain 20, Tactics 20
Law Enforcement
Self-explanatory, peacekeepers are needed to ensure laws are followed. The LNPD are in charge of it, having a few detectives and a SWAT department for high-tension situations.
Police Officer
In order to keep peace, officers roam the streets looking for any sign of trouble while also responding to calls for their assistance. Although most crimes are non-violent, they're still trained to take down criminals with batons or pistols.
Level: 2 | Category: Normal
LP: 95 | Class: Freelancer
Str: 6 Dex: 6 Agi: 5 Con: 6 Int: 5 Pow: 5 WP: 5 Per: 6
PhR 40, MR 35, PsR 35, VR 40, DR 40
Other Resistances:

Initiative: 50 (Club), 60 (Handgun) 70 (Unarmed),
Attack Ability: 80
Block: 80
Damage: 35 Impact (Club), 35 Thrust (Handgun)
AT: CUT 1, IMP 1, THR 2, HEA 1, COL 1

Abilities: None
Modules: Handgun, Pistol, Disarming Attack
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 30, Driving (Car) 35, Climb 10, Swim 10, Persuasion 30, Streetwise 15, Notice 45, Search 45, Law 15, Composure 20, Withstand Pain 20

Police Lieutenant
Those who control groups of police officers are called lieutenants. They have a few more years of experience under their belt.
Level: 3 | Category: Normal
LP: 100 | Class: Freelancer
Str: 6 Dex: 6 Agi: 5 Con: 6 Int: 6 Pow: 5 WP: 6 Per: 6
PhR 45, MR 40, PsR 45, VR 45, DR 45
Other Resistances:

Initiative: 55 (Club), 65 (Handgun) 75 (Unarmed),
Attack Ability: 90
Block: 85
Damage: 35 Impact (Club), 35 Thrust (Handgun)
AT: CUT 1, IMP 1, THR 2, HEA 1, COL 1

Abilities: None
Modules: Handgun, Pistol, Disarming Attack
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 40, Driving (Car) 45, Climb 10, Swim 10, Persuasion 40, Streetwise 15, Notice 55, Search 55, Law 30, Tactics 30, Composure 20, Withstand Pain 20
Military
When police officers aren't enough, the national guard might be called upon. If the national guard isn't suitable for the task, then not only are things looking bad for the town, but the Marines or US Army will be asked to intervene. Naturally, this would only lead to a state of emergency as martial law is called upon Little Nippon. Something like that has only happened once, but most people don't know what caused it or what ended it.

The difference between law enforcement and a military force comes down to more training focused on locating and destroying the enemy along with the amount of firepower they can utilize. Assault rifles, heavier body armor, military vehicles, artillery cannons in some cases-- all restricted to military use.
National Guard
Called "Weekend Warriors" by the rest of the military, these soldiers only train one a month, but they're expected to be ready to protect the US at a moment's notice.
Level: 2 | Category: Normal
LP: 80 | Class: Warrior
Str: 6 Dex: 6 Agi: 5 Con: 6 Int: 5 Pow: 5 WP: 5 Per: 6
PhR 40, MR 35, PsR 35, VR 40, DR 40
Other Resistances:

Initiative: 50 (Club), 60 (Handgun) 70 (Unarmed),
Attack Ability: 80
Block: 80
Damage: 35 Impact (Club), 35 Thrust (Handgun)
AT: CUT 1, IMP 1, THR 2, HEA 1, COL 1

Abilities: None
Modules: Handgun, Pistol, Disarming Attack
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 30, Driving (Car) 35, Climb 10, Swim 10, Persuasion 30, Streetwise 15, Notice 45, Search 45, Law 15, Composure 20, Withstand Pain 20
The Church
While most of the world is unknown to the grandiose battles of magic and supernatural creatures thanks to a want to be ignorant along with the Church having a long reach to suppress all types of information about them. Cringy goths claiming to be vampires on MySpace and Facebook? A psyop by the Church to ensure any who do admit to it as seen as attention-seeking or insane. There's a reason why the church is always asking for donations, you know.

While "The Church" refers to all religions on the Earth, their methodology can be completely different by continent. Some have different ideas on what should be used to subdue supernaturals and their knowledge-- for instance, if there are good supernaturals or if they all deserve to be closely monitored and/or slaughtered to ensure they cause no destruction of our way of living. For the most part, there's two main ideas within the church:

Orthodox - Supernaturals should be suppressed whenever possible and closely monitored when not. Magi, despite being human, are closely watched over. Guns and blades are frequently used by the soldiers of the Orthodox.

Unorthodox - It's possible to live aside, and flourish, with supernaturals as long as they prove themselves good of heart. Magic should be utilized as much as possible to match the power of destructive supernaturals. Although, the Magus Order should still be watched by the Church in case they believe themselves above humanity.

Yet, on the inside, it's hard to judge who falls under what category. Some will gladly use magic, but be against everything else supernatural. Others may gladly welcome any supernatural being, but easily kill them if they prove themselves to be a threat to humanity. Individual members of the church may be conflicted on their own feelings and where they "fall"-- although the church can't force one viewpoint over the other unless they wish to risk civil war.

Zealot
Those of the church that use melee weapons to attack and destroy the enemy. Most have spent most of their life with the church, trained at a young age to hate thy foe and never accept failure. Others have spent a few years within the Church before being accepted as a soldier.
Level: 2 | Category: Normal
LP: 125 | Class: Weaponmaster
Str: 5 Dex: 6 Agi: 5 Con: 6 Int: 5 Pow: 6 WP: 7 Per: 5
PhR 40, MR 40, PsR 40, VR 40, DR 40
Other Resistances:

Initiative: 25 (Longsword), 45 (Unarmed)
Attack Ability: 95
Block: 95
Damage: 50 Cut (Longsword)
AT: CUT 1, THR 2, HEA 1, COL 2, ELE 2

Abilities: None
Modules: Knight Archetype
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 15, Climb 5, Intimidate 20, Persuasion 20, Notice 25, Search 20, Occult 15, Composure 30, Withstand Pain 35, Drive (Car) 25

Milita
Those of the church that use ranged weapons to attack and destroy the enemy. Most have spent most of their life with the church, trained at a young age to hate thy foe and never accept failure. Others have spent a few years within the Church before being accepted as a soldier.
Level: 2 | Category: Normal
LP: 125 | Class: Weaponmaster
Str: 5 Dex: 6 Agi: 5 Con: 6 Int: 5 Pow: 6 WP: 7 Per: 5
PhR 40, MR 40, PsR 40, VR 40, DR 40
Other Resistances:

Initiative: 35 (Handgun), 45 (Unarmed)
Attack Ability: 95
Block: 70
Damage: 45 Thrust (Handgun (Large Caliber))
AT: CUT 1, THR 2, HEA 1, COL 2, ELE 2

Abilities: None
Modules: Projectile Weapons
Ki Abilities: None

Size: 10 | Appearance: 4-8 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Athleticism 15, Climb 5, Intimidate 20, Persuasion 20, Notice 25, Search 20, Occult 15, Composure 30, Withstand Pain 35, Drive (Car) 25

Choir
This is a specialized magic unit within the Church. Generally women, they use their voice to summon light and assist their allies. However, they are so focused on singing and their magic, they have become quite useless in combat.
Level: 2 | Category: Normal
LP: 95 | Class: Wizard
Str: 5 Dex: 5 Agi: 6 Con: 6 Int: 7 Pow: 6 WP: 7 Per: 5
PhR 40, MR 40, PsR 40, VR 40, DR 40
Other Resistances: None

Initiative: 45 (Unarmed)
Attack Ability: 5
Block: 55
Damage: 20 Impact (Unarmed)
AT:

Abilities: The Gift
Modules: None
Ki Abilities: None
Spells: Path of Light (1-22), Magic Detection, Create Music, Inhumanity
Zeon: 385
Magic Projection: 80
Magic Accumulation: 20

Size: 10 | Appearance: 5-9 | Regeneration: 1 | Movement Value: 5 | Flight Value: 0 | Fatigue: 6

Secondary Abilities:
Persuasion 15, Magic Appraisal 45, Occult 40,Composure 25, Drive (Car) 10
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