Author Topic: Fate/Stay Night Archer Class (Contains Spoilers)  (Read 5964 times)

Offline brujon

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Fate/Stay Night Archer Class (Contains Spoilers)
« on: July 21, 2012, 12:00:09 AM »
Has anyone done a write-up of the Archer from Fate/Stay Night to D&D 3.5? It's a popular anime so i'm sure it has been done. I'm thinking of taking a shot on doing one myself, but i want to see if someone's done it before, so i don't go in blind... Also there's some A+ grade homebrewers here, i'm sure many could do it better than i could, so maybe i don't even have to go all the way with it!

I think Projection is an extremely fun and interesting thing, and, although the Soulknife has that down, it's just one weapon, and the Kensai has to marry one, same as a Legacy Weapon user... Although you could combine all those to make most of the heroes, Archer is one hero that can't easily be replicated by a combination of classes, even with some serious OP-FU. Even a Wizard has to spend time enchanting weapons created with Fabricate, which also takes time... And even a Shadowcraft Mage that could cut down on time (Also nailing down the aspect of 100+% 'Reality' blades), doesn't create them already enchanted and with the abilities nailed down on them.

Fate/Stay Night also provides a natural progression for the class, i feel... You start out only being able to 'better' existing weapons & items, making them hit harder, more accurate, absorb more damage, etc... Then you start to be able to project weapons of only a few types, that last a couple of rounds but aren't as good as regular weapons that you enhance with the enhancing spell... Then you start being able to call *particular* weapons... at first, weapons with enhancement bonus/properties, increasing in level as you go, lasting more until you can get them permanent, then temporary weaker minor artifacts, permanent minor artifacts, and finally, temporary major artifacts and permanent, with the capstone being able to create an area of Innate Reality (Think a temporary demiplane), where you create multiple weapons that attack your opponent simultaneously, as if wielded by a telekinesis spell.

Weapons created temporarily have a duration measured in turns, whereas weapons created 'permanently' would have a duration based on a concentration (or will) test, the DC of which increases every turn, with different DC's for more powerful weapons, and a bonus to the test based on your class level, representing the mastery of projection you accrue while progressing on the class.

Intermediate abilities could include bonus proficiencies: You start with just simple weapon proficiencies, gaining martial later, and then bonus exotic weapons proficiencies, representing your increasing familiarity with different weapon types you can imagine and then project, and the projection of existing unusual weapons.

The mechanic for the 'reality' of the blades created with the Projection ability could follow a similar mechanic as the Shadow spells of the Shadowcraft Mage, with the explicit allowance of blades of reality higher than 100% (which is supported by the Anime canon).

To further the appeal of the class, even as a dip, you could add the clause that you get 1/2 your Archer class as added progression to an existing or later pursued Arcane caster class (As the anime explicitly says that only mages can project & better), with full CL progression to Conjuration (Creation) spells, as the discipline is exactly that.

Thoughts?
« Last Edit: July 21, 2012, 07:52:58 PM by brujon »
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Offline Prime32

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Re: Fate/Stay Night Archer (Emiya Shirou) Class
« Reply #1 on: July 21, 2012, 06:01:37 AM »
Fate/Stay Night
Quote
It's a popular anime
:flame BLOOD FOR THE BLOOD GOD. LNS FOR TH-

Uh, ahem. There's a few things you're missing from that progression. Namely, the ability to create rains/walls of blades pre-capstone and
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Offline brujon

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Re: Fate/Stay Night Archer (Emiya Shirou) Class
« Reply #2 on: July 21, 2012, 04:28:02 PM »
Well, i know it originally was a game, with, ahem, more mature subjects... And not very popular. As was Tsukihime, which is another anime adaptation that i thoroughly enjoyed. Actually, i think Type-Moon should go full time anime making, because i enjoyed all based on their games. Kara no Kyoukai is awesome. Tsukihime, Fate/Zero & Fate/Stay Night...

Well, before Emiya Shirou becomes Archer (and thus have access to Unlimited Blade Works), he can't create multiple blades at once (apart from making one on each hand, the names of which escape me). The one that create walls of blades and rains them on enemies is Gilgamesh, which i think is more suitable as an epic PrC, or a really high-level one, than stick them on the progression of the base class (Which i want to mimic on the progression of Emiya Shirou, the normal schoolkid with magic, to Emiya Shirou, the Hero.).

The thing of accessing the weapon's abilities and the wielder's techniques is somewhat mimicked by the Weapon Proficiencies he gains as he levels... Although, probably that could be more faithful if he was just automatically proficient with all the weapons he summoed, and could at first only summon Simple Weapons, then Martial, then Exotic, and he just gets the "normal" Simple Weapon Proficiency feat/class feature.

EDIT: I think you also mean being able to use feats related to that weapon (The wielder's techniques), well... I'm lost at how to implement this. Maybe get something like the Ranger's Weapon Styles, but changeable based on the weapon you're using? I'm afraid something like this would push the classe's power level beyond the Tier 3 i'm aiming at.

Other minor things from the anime/game:

Emiya was shown to be able to project objects other than blades. He summoned Saber's sword sheath (which works kinda like a shield in some regards), and a blanket to catch Ilyasviel in mid air. Would it be unbalanced if he gained Minor Creation SLA at will, then Fabricate, progressing Minor Creation to Major Creation and then True Creation at later levels?
« Last Edit: July 21, 2012, 04:30:44 PM by brujon »
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline Prime32

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Re: Fate/Stay Night Archer (Emiya Shirou) Class
« Reply #3 on: July 21, 2012, 06:13:48 PM »
Well, i know it originally was a game, with, ahem, more mature subjects... And not very popular.
Whuh? :??? The subjects are exactly the same, just with a handful of completely random sex scenes which were removed in the voiced rerelease and which no one read anyway. As for popularity, it's the most popular game of its genre ever made, with dozens of spinoffs from fighting games to Magical Girl AUs, and is the #4 most popular franchise on Danbooru behind Touhou/Vocaloid/Madoka.

Quote
As was Tsukihime, which is another anime adaptation that i thoroughly enjoyed. Actually, i think Type-Moon should go full time anime making, because i enjoyed all based on their games. Kara no Kyoukai is awesome. Tsukihime, Fate/Zero & Fate/Stay Night...
There's a reason the Tsukihime anime has that meme - some of the best characters, themes and plotlines were completely removed (Kohaku is one of the most popular and plot-central characters in the original, for instance). While FSN's is better, it was still adapting the weakest of the three routes.
« Last Edit: July 21, 2012, 06:49:45 PM by Prime32 »

Offline Agita

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Re: Fate/Stay Night Archer (Emiya Shirou) Class
« Reply #4 on: July 21, 2012, 06:28:21 PM »
Unrelatedly, would you mind removing the spoiler from the title, and perhaps note that the thread contains spoilers? It's one of the two biggest reveals in the game, and there are people who don't know it.
Please send private messages regarding board matters to Forum Staff instead.

Offline veekie

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Re: Fate/Stay Night Archer Class (Contains Spoilers)
« Reply #5 on: July 23, 2012, 03:14:22 AM »
Well, if I were to do it I'd go with this way, and D&D-ifying it over source accuracy:
-Have a list of Schematics Known. These are the legendary items that the Faker has in his memory with enough detail to replicate. Each Schematic has list of abilities unlocked by craft ranks, most being direct item abilities, but some granting bonus feats or other special features. Activated abilities may cost more PP to use. You can add new Schematics as per wizards and spells.
-Have a storage capacity for forged Schematics. These are the 'banked' items that you have pre-crafted and can pull out at a moment's notice. It takes time and PP to create a Schematic, but once created you can use it over and over, as long as you have the PP to manifest it. Your ability to create and summon them rapidly  grows as you level.
-Have the ability to modify mundane items, granting them some features of a known Schematic. Later on you can use this ability on magic items, as well as manifested Schematics, while also doing it all faster.
-If you want higher source accuracy, you can give it specialization in a particular body slot of equipment, to reduce the production costs of schematics of that type, and increase the costs for everything else.

This should produce a fairly flexible T3 focused-caster type. Its somewhat similar to a meldshaper in that all its abilities are based on creating pseudo-equipment, but instead of tapping into creatures you tap into Weapons of Legacy(non-sucky edition).
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Offline brujon

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Re: Fate/Stay Night Archer Class (Contains Spoilers)
« Reply #6 on: July 23, 2012, 04:01:41 PM »
Well, if I were to do it I'd go with this way, and D&D-ifying it over source accuracy:
-Have a list of Schematics Known. These are the legendary items that the Faker has in his memory with enough detail to replicate. Each Schematic has list of abilities unlocked by craft ranks, most being direct item abilities, but some granting bonus feats or other special features. Activated abilities may cost more PP to use. You can add new Schematics as per wizards and spells.
-Have a storage capacity for forged Schematics. These are the 'banked' items that you have pre-crafted and can pull out at a moment's notice. It takes time and PP to create a Schematic, but once created you can use it over and over, as long as you have the PP to manifest it. Your ability to create and summon them rapidly  grows as you level.
-Have the ability to modify mundane items, granting them some features of a known Schematic. Later on you can use this ability on magic items, as well as manifested Schematics, while also doing it all faster.
-If you want higher source accuracy, you can give it specialization in a particular body slot of equipment, to reduce the production costs of schematics of that type, and increase the costs for everything else.

This should produce a fairly flexible T3 focused-caster type. Its somewhat similar to a meldshaper in that all its abilities are based on creating pseudo-equipment, but instead of tapping into creatures you tap into Weapons of Legacy(non-sucky edition).

PP's as in Power Points? That's certainly an interesting way of going about D&Dfying the Archer, along with creating a sinergy with an already existing mechanic, that is, psionics... I like that! Certainly something worth fiddling around with... I'm away from keyboard this week, but next monday i should be back from vacation and will whip some preliminary work for PEACHing... Awaiting for more feedback!
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life