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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #1: 13th Jul 2012 2:05 PM | |
Usually these are played on OT, the anime gamefaqs board, but I think people would appreciate this here as well. Here's some rules/stuff (Stolen from a friend):
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Comments from the GM:
1. As always with my Wars, there are going to be some things that may seem the same compared to past Wars you may have played (even my own), but aren't. If something doesn't seem clear, or there's anything at all you're a bit uncertain about ask. If you don't even understand the rules to the game you're playing, it probably isn't going to be as enjoyable an experience as it can be. Whether you want to contact me by posting in the general topic, on your board, PM on ZB, PM on GameFAQs, or through any of my IM clients, please ask about things.
2. This War isn't your regularly scheduled entertainment from me, and I want to make that clear up front. I've gone through some pains to prepare and deliver as good a War as I can in a short span of time, but the degree of preparation still isn't the same. The balance is good but not exquisite, and the mechanics are perhaps not as finely-tuned as people may be accustomed to. If you still want to complain, you're most certainly welcome to, but I want it to be as clear as possible that this isn't War V/War of Souls.
3. Related to the comment above, since I am still working on finishing the story related to both War V and the War of Souls, this War is not going to have any story, which also makes sense in relation to the ability to create your own Masters. Public updates will be very limited when present. The focus here is on the gameplay, but should a few players get really into their characters and have a desire RP their own characters/conflicts, I'm not necessarily opposed to narrating some battle sequences if inspiration strikes me.
4. Probability plays no part in this War. Please do not sign up for this War if this bothers you.
5. This really goes without saying, but the GM is always right. If there is a need for me to disambiguate, clarify, or resolve any disputes over skills or the rules, my word is both final and absolute.
6. Don't whine if and when Comment 5 becomes relevant.
7. The logic game has had a number of disputes and issues over various Wars, but never had any problems it couldn't recover from. As a by-product of the Wars themselves, the logic game technically falls completely outside my jurisdiction, as it is something created and managed entirely by the players themselves. If I notice a blatant lie in red, I will call someone out on it, but no more. Naturally, due to various interpretation and logic loopholes, blatant lies are very difficult to establish. There will be no in-game penalties for mishaps in the logic game, but anyone caught lying in red can probably expect both expulsion from the logic game, and a lot of ill intent to suddenly be directed at them from various players.
8. As an addendum to Comment 7, I will never feel obligated to repeat anything in red or gold when clarifying rules. This is not to say that I will never use colored truths, simply that I am immune to blue, and statements made by me are assumed to be true regardless what color they may be.
9. I reserve the right to take whatever actions are necessary for the fun and benefit of my players as a whole. In general, this won't be an issue, because I have no issue with whatever sneaky/underhanded tactics anyone chooses to use. If you want to stage a conversation with Jeremiah and Yuki to try and see if you can get it into the nightly update, be my guest. Betrayals, lying, deceit in general...all are acceptable.
10. In the words of my high school history teacher: Good luck, have fun, don't cheat!
Contents:
Section I - General Rules
Section II - Regarding Masters
Section III - Regarding Servants
Section IV - Regeneration
Section V - Command Spells and Contracts
Section VI - Alliances and Communication
Section VII - Turn Progression
Section VIII - Movement
Section IX - The Executioner
Section X - Combat
Section XI - General Abilities
Section XII - Move Creation
Section XIII - Miscellaneous
Section I - General Rules:
Purpose: The Holy Grail War is a battle of wits and strategy between seven teams. These teams will consist of a Master, who will be a Magus of sort, and a Servant, a powerful being summoned using a combination of the Magus's ability, and the power of the Holy Grail. These seven teams of Servants and Masters will then do battle with each other over a selected area, in an all-out struggle to be the one to seize the Grail for themselves.
Starting the Game: After such a time that fourteen players have registered, and all players and the GMs are prepared to begin, each person will be assigned to a role in the War. Players may request to be either a Servant or Master ahead of time. As long as it is possible to grant all requests of this nature, they will be granted, though if more than seven people desire a role as either Master or Servant, enough will be eliminated by chance to accommodate necessity. No other requests will be granted, aside from the choice of Servant or Master.
At this time:
-All players will be given access to an individual topic on the Grail War Zetaboards, including the name of the person playing on the same team, and Servant class and identity (Though not sheet). Masters will have 24 hours from the time boards are opened to create a sheet for their character. They can receive assistance from the player of their Servant, but only posts on Master boards will be counted for sheets. Additional rules for sheet creation can be found in the Master Creation topic.
-After Master sheets are finalized, and another 24 hour wait will begin to select starting location. This will be the move for Night 0. During Night 0, it is only possible to select a starting location. If all teams finalize their starting location early, Night 0 will end early.
-After all moves for Night 0 are in, a Night 0 topic will be posted on B8 and Servant sheets will be revealed. Moves for Night 1 will be due 24 hours after 8:00 PM EDT or 00:00 GMT the following night, starting the standard move cycle and marking the official beginning of the War.
Ending the Game: At the end of each night, if one of the following conditions applies, the War will end:
-Only one Master has any Servants contracted.
-No Masters remain alive.
-No Servants remain alive.
Update Schedule and Move Deadlines:
-All nightly moves must be submitted by 8:00 PM EDT or 00:00 GMT to a given team's Nightly Moves topic on zetaboards. While it is not my desire to make this a heavily enforced deadline in order to punish people who are rushing to submit move changes five or ten minutes after the time has passed, I have no intention of taking moves an hour or two later. Please keep this in mind.
-Teams and/or players who submit no move will be assumed to be doing nothing, aside from any conditionals set to certain abilities or reactions. I will not make your moves for you.
-Along the same lines as the above statement, I will not interpret your moves for you. If something isn't made adequately clear, I am not going to automatically give you the benefit of the doubt and make the move I think you would have made. I am around fairly often, and will certainly try to obtain clarification if I see something that doesn't immediately make sense, but I would appreciate any and all cooperation from players in attempting to make moves easy to understand.
-Updates for this War will occur at or around 12:00 AM EST or 04:00 GMT. Due to the move submission deadline, they may occur earlier if I can get everything together fast enough, or later, if all of you are making adequately complex actions. Don't hold back on my account, by all means.
Section II - Regarding Masters:
-Masters in this War are handled differently from those in past Holy Grail Wars. This War features a character creation mechanic, allowing Masters to be customized by players within certain limits. These options are explained in detail in Section XII - Master Creation, below.
-Masters will possess an array of abilities in this War as they have in every War since the second, but most will have vastly reduced combat potential, in favor of more supportive roles.
-Masters begin with 3 Command Spells, which will not consume their supply of mana, but which can greatly turn the tide of battle, even seizing victory from the jaws of defeat. For detailed Command Spell rules, see below.
-With the exception of Free Actions, Masters may generally only perform one action per turn, called a Turn Action. Movement does not require the use of a Turn Action.
-A Master whose Servant is slain may seek refuge at the Cathedral. Though the Executioner is not pleased with the current situation in the Grail War that has been caused by them, he still wishes to minimize the loss of life.
-Masters may be targetted by any attacks, though under normal circumstances attacks against them will be intercepted by their Servant, if present. That effect may be waived, if both the Master and the Servant so choose. Certain area attacks can still damage Masters, even when their Servant is present, though Protection Command Spells are capable of superseding this.
-Masters may not choose to take hits for Servants in the same manner that Servants will take hits for Masters. The only means of doing this is for the Servant to be in spirit form.
Section III - Regarding Servants:
-Servants will provide much of the brute force on any given team, though naturally, some Servants are better at this than others. In general, all Servants are vastly more durable than Masters.
-Servants will be selected as characters from anime, manga, visual novels, video games, and other related media. Specifically, Servants from this War are antagonists, villains, or rivals.
-Servants have two forms, physical and spirit, and may shift between them with a fair amount of flexibility. Limitations and disadvantages to this are detailed under Section X - Combat.
-Servants obtain prana from their Masters at a constant rate, and therefore take a static drain on a Master's mana regeneration every turn. While Servants are in spirit form, their Master regenerates an additional 10 mana per turn.
-Servants have their actions per turn limited by their available AP and SP. Detailed information on this is in the combat rules, below.
-A Servant may not directly undertake any action that would allow his or her Master to come to harm, against the Master's desires, so long as at least one Command Spell remains. However, unless a Command Spell is used, Servants have the final say on their actions in all other regards. The only limitations that exist include taking hits for their Master when able, and not being able to directly attack their Master.
-Servants cannot block attack for anyone other than their Master under normal circumstances. The exception to this is the Protection Command Spell.
-Servants without Masters lose 60% of their maximum mana at the end of each night, starting with the first full night after their Master's death, or their contract is broken.
Section IV - Regeneration:
-Regeneration occurs as the first step of every turn, before all other effects.
-Both Masters and Servants will regenerate health at a standard rate, if no offensive actions were carried out against them on the previous turn. An action need not deal damage to be considered offensive, though it must have some effect that negatively impacts the character, such as lowering a stat. Offensive actions must be successful to prevent regeneration. Therefore, blocked attacks against Masters or completely ineffective attacks against Servants will not count. Neither Damage from Bleeding nor health used to pay for the costs of abilities will prevent health regeneration.
-Servants will regenerate mana at a standard rate, every turn, unless an extenuating circumstance prevents it.
-Servants will regenerate 1.5x their standard health rate on any turn following a turn they spend entirely in spirit form. Entering spirit form at the earliest possible opportunity in the turn is considered to be spending an entire turn in spirit form.
-Servants without a Contract regenerate neither health nor mana.
-Masters will regenerate mana at a standard rate, every turn, unless an extenuating circumstance prevents it.
-Masters will regenerate additional 10 mana per turn while their Servant is in spirit form.
-Servants may consume a civilian during their turn after moving, restoring an additional 5% of their mana on top of standard regeneration. This action cannot be used when a non-allied Servant or Master is present, and consumes the SP of the Servant for the turn. A civilian cannot be consumed twice in the same area over the course of 5 turns, without drawing attention to oneself in the Nightly update. Full details of civilian consumption can be found in Section XI - General Abilities.
Section V - Command Spells and Contracts:
Command Spells are the proof of a Master competing in the Holy Grail War, and are the source of the link between a Servant and Master. As such, without at least one Command Spell remaining, the contract between a Master and Servant will break.
-Each Master begins the War with 3 Command Spells.
-There is no limit to how many Command Spells can be used in one turn.
-After a Contract is broken, as noted above, Servants will begin losing 60% of their maximum mana every night, starting at the end of the first full night following the event.
-Servants without a Contract regenerate neither health nor mana.
-A Master who has used up all his or her Command Spells may choose to continue supplying a Servant with prana, through a less stable link. As such, the Servant will recover mana at half of their original rate, and will immediately begin losing mana at a rate of 60% of their max per night if this supply is cut off for any reason.
-There is no way to obtain additional Command Spells.
Re-Contracting:
-It is impossible to contract more than one Servant at a time in this War. However, Servants and Masters are free to recontract after losing their original partner in any way.
Section VI - Alliances and Communication:
Communication through PMs will be permitted to all parties in the same area, regardless of status as allies or enemies. Any concealed parties must make their presence known before engaging in said communications*. General communications are permitted in the main topic for all involved.
Alliances will not formally exist for most intents and purposes, and will therefore not be given individual boards upon formation. Essentially, this boils down to a non-aggression pact for as long as both parties desire to maintain it.
*This means notifying me by PM prior to beginning communications, so that I may add it as an update for all teams located in the area. It is not necessary to wait for me to respond before sending messages, I simply want to ensure that everything is handled in correct order.
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Post Edited by Vespis @ 13th Jul 2012 2:19 PM | |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #2: 13th Jul 2012 2:08 PM | |
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Section VII - Turn Progression:
1. Regeneration
2. Upkeep
3. Initial Phase
4. Support Phase
5. Offensive Phase
7. Prepared Effect Phase
8. End Phase
Regeneration: The first phase of a turn, which occurs before all other events. Most passive recovery occurs here, and AP and SP are also granted to Servants during this phase. A detailed explanation of regeneration can be found in Section IV - Regeneration.
Upkeep: A phase which occurs immediately after regeneration, Which primarily includes losses from maintaining constant effects, as well as the effects of a number of status afflictions.
Initial Phase: The first phase that allows player actions. All actions that occur at the start of the turn or are capable of occurring at the earliest possible time occur during this phase. Certain Command Spells can be used with Instantaneous precedence during this phase, and surprise attacks made by targets in the same area occur at this time as well. Many Free Actions can occur during the Initial Phase, but are usually restricted by order of Agility.
Support Phase: Abilities designated as being of the Support type can first be used during this phase.
Offensive Phase: Abilities designated as being of the Offensive type can first be used during this Phase.
Prepared Effect Phase: Abilities which are designated as Prepared Effects cannot be used before this phase of the turn.
End Phase: The phase in which Movement occurs. In addition to this, other abilities can still be delayed and used normally in the End Phase, meaning that Effects that occur at the end of the turn occur at the end of this phase, meaning that delays for those both in and out of combat are counted against each other in the same time. AP and SP not used by the end of this phase are lost.
Escape:: Escaping from combat occurs at the very end of the turn, past the latest opportunity for anyone to respond to anything.
In general, actions in each phase of the turn are carried out in the order of highest Agility to lowest Agility with the exception of Movement, which is handled in the order of highest Luck to lowest Luck. However, options of Delaying and Reacting can alter this standard turn order, and are explained thoroughly in Section X - Combat.
Section VIII - Movement:
Every turn, a character has the option of moving from his or her current area to an adjacent area on the map during the End Phase. Movement is completely independent of other turn resources, and does not consume AP or SP.
All movement occurs during the End Phase. Characters will move based on their Luck, from highest value to lowest; if two teams have identical Luck, then movement order will be decided by Agility.
A character can take a penalty to his or her Luck to delay Movement. While doing so will not actually reduce the stat itself, it will treat the stat as a number of ranks lower equal to the desired delay for the purposes of checks related to Movement only.
When moving into an area occupied by one or more other teams that are not in combat, it is possible to do one of the following:
-Do Nothing: Allows communication with other teams in the area between turns.
-Engage: Enter combat normally, with full AP and SP. Only Delayable attacks can be used, since Movement occurs during the End Phase. The other group can react with full AP and SP as well, but suffers from the same restrictions.
If a character or group moves into an area occupied by a different character or group that isn't currently in combat, a check occurs against the combined value of each group's Agility and Luck. If the combined Agility and Luck of the group that is moving exceeds stationary the group's check by 3 or more, then your group may do one of the following actions:
-Do Nothing or Engage, as defined above.
-Scout: Gain brief information on who is in the area and what is occurring out what's happening in this location, then retreat back to the previous location. In order to use this option, it is necessary for the Movement check to succeed against all teams in the area being moved to.
-Minor Ambush: Use one Delayable ability costing no more than 1 AP or SP as a surprise attack. Masters cannot use a Turn Action in this scenario. If this option is chosen, all other teams are unable to target the ambushing team, though indisciminate area effects will strike them normally.
Conditionals to handle these scenarios should be included in nightly moves.
Moving into Combat:
When entering an in which at least two parties are in combat, the option to enter combat normally is not available. However, all Servants in the group have the opportunity to use 1 AP or 1 SP in the same scenario as a minor ambush, without passing the Movement check.
Group Movement:
Characters can choose to move in groups, by having all relevant parties identify the desire to do so in their moves. Servants and Masters are assumed to move together as a group by default. When moving in groups, the following rules apply:
-Groups of size 1-2 use the highest value of Luck and Agility in the group for all Movement checks.
-Groups of size 3-4 use the highest value of Luck and the lowest value of Agility in the group for all Movement checks.
-Groups of 5 or more use the lowest value of Luck and Agility in the group for all Movement checks. |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #3: 13th Jul 2012 2:13 PM | |
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Section IX - The Executioner:
The destruction and murders caused by the Holy Grail War have thrown the city into a state of panic and fear. Responding to the complete disregard of all standard protocol on the part of the participants, the Mediator has taken it upon himself to hasten the process of ending the War. While his abilities are extensive, he is but one person. As long as the participants continue to kill each other and proceed toward a end, he has resolved not to bring himself into battle directly. However, should a full week pass without a Servant being slain, the Executioner will begin slaying the weaker among the Servants, based on a simple estimation of their relative threat level and remaining vitality.
-As long as at least one Servant dies every seven Nights** starting with the second week, the Executioner will not enter play.
-At the end of each week following the week the Executioner enters play, he will Execute what he perceives as the weakest Servant at the conclusion of the week, between the end of the final night of the week and the beginning the following week. This results in instant death, and cannot be avoided by any means.
-He will choose the team with the lowest value of X, based on the following formula:
X = 1.0 * (Team Damage Dealt) - 0.2 * (Servant Damage Received)
-X is a value tied to each Servant, never the Master. Damage Masters deal while the Servant is contracted to them is added to X, but only the damage the Servant takes is subtracted.
-X resets at the end of each week, immediately after the Execution.
-It is possible for a Servant to have a negative value of X.
-In the event of a tie for the lowest value of X, the Executioner will target all tied Servants, unless every team has an identical value of X. In that scenario, the Executioner will target no one.
-The Executioner will skip a single Execution once only two Servants remain.
**That would be measured from the start of Night 8 through the very end of Night 14, then 15 through 21, and so on. |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #4: 13th Jul 2012 2:15 PM | |
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Section X - Combat:
The Basics:
Definition: A character is considered to be in combat if any offensive actions were attempted to be carried out against them, or they attempted to carry out an offensive action on the previous or current turn. An action need not deal damage to be considered offensive, though it must have some effect that negatively impacts another character, such as lowering a stat* or inflicting a status effect.
In addition to this, anyone being actively protected by a Servant or familiar by having attacks or abilities blocked is also considered to be in combat, even if they neither execute nor receive any actions that would define them as being part of combat above.
Combat ends after a full turn in which no offensive actions are attempted either by or against an involved party, or immediately upon escaping combat, killing all opponents within the area, or a successful Combat Break with all parties in the area.
*In cases where the debuff is specifically targeted at another party, and not an area effect.
Engagement: Generally, combat will start in a mutual encounter, in which both parties are fully aware of the other. In situations such as this, if either party desires to fight, both groups will have access to all the AP, SP, and actions they would normally have. This includes entering combat during the End Phase, when not using an ambush.
In the event that combat begins as an ambush, either one or both parties will suffer a penalty to what actions can be performed. Normally, the party being ambushed is unable to react until the following turn. Furthermore, ambush rounds do not count as full rounds of combat, with regard to fulfilling conditions that apply to this, such as escaping.
Entering into the middle of an existing fight from another area normally counts as a minor ambush, and has the same rules apply. All non-Master members of the group will have access to 1 AP or 1 SP, and no members of the team can be attacked on the turn of entry. Entering an ongoing battle in an area in which the acting team is already present and openly visible is considered a first full turn, and allows all members full AP/SP access, and Master actions, as well as normal retaliation from others in the area.
Combat Break: In the event that two or more parties currently engaged in combat all include in their nightly actions that they desire to end hostilities, the battle will immediately stop, and all will be able to act and move normally as though they were instantly removed from combat.
Combat Break can also be used to prevent allied groups from being considered in combat with each other, in the case of attacks with an untargetable area of effect that hits allies, if all members involved include the desire to do so in their moves.
Escaping: At times, members of the War may reach the conclusion that it is simply best to cut their losses, and get the hell out. Discretion is the better part of valor, or so they say...
-Servants may not escape from combat until the second full turn has passed since the start of the battle. Escaping requires paying 2 AP or 1 SP, and is carried out as the final action of a turn. A fleeing Servant automatically takes his or her Master with them.
-Masters being protected by a Servant cannot Escape alone.
-Masters who are not being protected by a Servant can choose to Escape during any Escape Phase on turns in which they did not already move. This does not consume their Turn Action.
-In the case of Escaping for both Servants and Masters, it is only possible to flee to an adjacent location.
-Servants and Servant/Master pairs who escape from combat automatically move before the team(s) that they escaped from on the following turn. Lone Masters escaping do not benefit from this effect.
-Specific skill descriptions of Escape, both for Masters and Servants, can be found under Section XI - General Abilities.
Actions: Actions in battle are carried out through the use of Action Points (AP) and Support Points (SP) for Servants, while Masters may simply perform a single support or offensive skill each turn, which is referred to as a Turn Action. Each Servant is granted a particular number of AP per turn, and a single SP, both of which may be used to pay the costs of various abilities. Unless otherwise noted for a given skill, the only restriction on how frequently a particular attack or effect may be used is that of its cost in AP. If you have 8 AP and wish to use the same 2 AP attack 4 times in a single turn, that is entirely acceptable. Unused AP and SP do not carry over between turns.
AP Changes: Certain abilities and effects can change the amount of AP available. Because AP is granted immediately at the beginning of the turn, these changes in the value of AP will normally not be applied until the start of the following turn. Therefore, a Servant will always be aware of his or her full capacity to act on any given turn of combat.
Impossible Actions: Players attempting to perform nightly actions that they do not possess enough AP to execute all of them will have as many actions performed as the Servant is able, in order of priority given. Actions without specific priorities listed are assumed to go in order of highest priority to lowest priority as written.
Skills and Abilities Overview: Essentially all actions in the War can be described in the form of skills or abilities. The costs, requirements, usage, timing, and of course, the effects of each of these can wildly vary, but the fundamental structure is generally the same. The following is an example of a skill, and a guide to the meaning of each part of a skill found in its header.
---Sample Ability: Burning Cinder Fury of Crimson Chaos Fire
Rank: EX
Type: Support
Cost: 200 Mana, 1 SP
Upkeep: 50 Mana, 1 SP
Duration: Maximum of 3 Turns
Requirements: At least 3 other Fire Elemental skills were used on the same turn in the same area, the user of Burning Cinder Fury of Crimson Chaos Fire does not leave the area.
Damage: 100 Per Turn, MGE vs. END
Properties: Bounded Field, Fire Elemental, Burning 5
Targets: Current Area
Delayable: No
Description: A bounded field which engulfs the entire area in unfathomable and incredibly random torrents of flame.
-All available targets in the current area are hit by the full effect of Burning Cinder Fury of Crimson Chaos Fire, including Servants, protected Masters, and any familiars. This includes the user and his or her Servant.
Name: The name of the skill. Does not offer any more relevance than that.
Type: Describes the speed at which an ability can be used in a given turn. Usually Support, Offensive, Prepared Effect, or Free Action. If an ability can be used as a Reactionary effect, it is also listed here. An expanded list is as follows:
-Passive
-Instantaneous*
-Initial
-Support
-Offensive
-Prepared Effect
-End of Turn
-Free Action
-Reactionary**
*Instantaneous effects are limited to Command Spells, and they occur between Upkeep and the Initial Phase. If they are used later in the turn, they trump all Agility in terms of precedence during any phase.
**Reactionary abilities may or may not have a phase specified with them. If they do have a phase indicated, they can be used as a response to any ability during or after that phase, regardless of turn order and Agility. If they do not have a phase specified, they can be used to respond to any eligible ability between the beginning of the Initial Phase and the End of Turn.
Cost: Indicates what must be lost to pay for an ability. Costs normally include things such as Mana, SP, and AP, though they may also include costs such as consuming a Full Turn, or even more outlandish things, described in specific usage cases.
-Full Turn: Requires all available AP and SP the Servant had at the start of the turn.
Upkeep: Describes what must be paid at the start of each turn to maintain an ability with an ongoing effect. Anything that can fall under Cost can also fall under Upkeep. Failing to pay an Upkeep generally results in the end of the skill it was sustaining, though not all Upkeep costs offer a choice. Unless otherwise noted in a move, it is assumed that Upkeep costs will always be payed.
Duration: Describes how long an ability lasts, or the limit to how long an ability can last. May also describe a specific situation that can end an ongoing effect. Some effects with Duration can be cancelled early, some cannot. The first turn counted is always the turn on which an ability is first used.
Requirements: Describes the conditions necessary to use the ability in the first place. Unlike Cost, this is not a list of things lost or paid, but simply a list of things that must happen or be true in order to use an ability or technique in the first place.
-Cooldown X: At least X turns must pass before the ability in question can be used again. The turn of use is considered the first turn, and it cannot be used until after the final turn of Cooldown has ended.
-It is always assumed that an ability also requires the user to be able to pay the Cost in some way*, and has enough legal targets to be usable.
*Servants are capable of spending mana they don’t have, which effectively kills them, and is explained in detail under area entitled Mana Burn.
Damage: Describes the Base Damage of an attack, how many times and with what frequency the attack hits, and what stats are used to determine the power of an attack as well as the defense against it. The first stat listed is the attack multiplier, from the character using the ability, while the second is the defensive multiplier, from anyone being damaged.
-If an ability hits multiple times, it will be displayed in the manner "Y x Z" in which Y is the number of hits, and Z is the damage per hit.
-Damage described as “Physical” is considered STR vs. END unless otherwise noted.
-Damage described as “Magical” is considered MGE vs. MGR unless otherwise noted.
Properties: Numerous lesser attributes connected to skills that sometimes have a direct impact on usage, but may also be related extensively to other characters and skills, in both positive and negative ways. Status effects also fall under Properties*. A very large number of these could exist, but some of the more prominent ones are as follows:
-Melee: An attack that is used in close-quarters.
-Ranged: An attack that is used from a distance.
-Projectile: An attack that typically consists of an object being launched.
-Anti-X, (Requirement) [Effect]: Type of skill that works particularly effectively against 'X', whatever 'X' may happen to be. The Effect listed in the square brackets will apply when the conditions surrounding the skill meet the Requirement in the parentheses.
-X Elemental: Skill is associated with a natural element, such as, but not limited to Fire, Water, Wind, or Earth.
-Divine/Unholy: Used to describe abilities that are based on heavenly or infernal powers.
-Summoning: Ability type that creates or calls something that wasn’t there before.
-Disruption X [Ability Type]: Disruption is a potent effect that can be tied to Reactionary abilities, and is capable of canceling the actions which have a rank of X or lower. With regard to Disruption, sub-ranks are irrelevant. Something that cancels a Rank E ability will cancel it regardless of whether it is E+++ or E--. If Disruption is only effective against a specific type of technique, it is listed in square brackets.
-Stunning X: Reduces the available AP of a Servant by 1, to a minimum of 1, for the next X turns.
---Only Servants are affected by this condition, and the duration is not cumulative with additional applications of Stun, though if a longer duration than the target currently has is afflicted, that will replace the current degree of Stun.
-Bleeding X: An attack that causes great loss of blood. Opponents who are afflicted with Bleeding lose X% of their current health each turn during the Upkeep Phase, where X is the rank of their affliction in Bleeding. Immediately following this loss of health, their rank in Bleeding is cut in half, rounded down. All additional ranks of Bleeding inflicted are added directly to its current value on a given target.
-Burning X: An attack type that sets the target aflame. Each level of Burning a particular target is afflicted with results in cumulative damage, dealing 2X% of max health each turn during the Upkeep Phase.
---Burning is reduced at a rate of 1 rank per turn, following any turn that the target received no additional ranks of the affliction, and all additional ranks of Burning inflicted are added directly to its current value on a given target, up to a maximum of 5.
---All Burning is removed entirely at the beginning of the first turn an afflicted individual is not in combat. No additional Burning damage is inflicted at that time.
-Shocking X: A condition that disrupts one's nervous system slightly, preventing fast and efficient responses in situations where reflexes are a necessity. Agility and Luck are decreased by 1 full rank for the duration of the effect.
---Shocking is reduced at a rate of 1 rank per turn, following any turn that the target received no additional ranks of the affliction, and all additional ranks of Shocking inflicted are added directly to its current value on a given target.
---Out of combat, Shocking is reduced at a rate of 3 ranks per turn.
Targets: Designates the minimum and maximum targets of an ability or technique.
-Area of Effect: An ability that hits everyone in the area except the user, including allies, those who are concealed, and his or her own Servant or Master. Servants are still capable of protecting their Masters normally.
Delayable: This section will either hold "Yes" or "No", and indicates whether or not an ability can be used after its normal time of execution in a turn.
Description: Gives a brief overview of qualitative effects of a skill, followed by important details. Any information too complex to fit into the header is included here.
***Important Notices***
-All skills may only be used against targets in the same area, unless otherwise noted.
-Unless specifically noted as hitting a different number of times, all attacks hit once.
Conditions, Delays, and Reactionary Abilities:
All actions in this War may have conditions placed upon their use. Unless explicitly designated as being Non-Delayable, all attacks can be delayed to the whims of the user, as well. Reactionary abilities are a specific type of technique with a unique timing option, that allows them to be used before the event to which they are responding. The key element linking each of these mechanics is timing, and mastery of it is essential.
Conditionals: Any action or part of an action can be made to be executed based on events and situations that have happened up to the time of its use in the turn, and in the case of skills that can be delayed, immediately following these actions, events, or situations, provided that the turn has progressed at least to the earliest time that ability can be used.
To that end, following is a list of many conditions a player's actions can be set to respond to. This list is not comprehensive, so if there are any conditions you feel you should be able to respond to but don't see listed, please ask.
-Any Person
-Any Attack
-Any Physical/Magical Attack
-Any Servant/Master: Must know whether or not a particular individual is a Servant or Master to be able to react in this way.
-Any Person with particular physical traits: Hair color, eye color, gender, relative age, etc.
-Specific Attack or Action: After observing or receiving knowledge on any ability used by another player, specific reactions can then be set based on that ability.
-Any Attack not seen before
-Specific Person: You can set a specific reaction to anyone you know the identity of or have met before.
-Any Person not seen before
-Your Own Health/Mana/Any Stat is equal to/less than/greater than X
-Anything identified in red in the public topics
-X Happens, where X is an event that the person in question has a reasonable basis for anticipating. The GMs will be the ultimate judges of what is reasonable.
Delays: Actions for which a delay can be set can technically be used at any time, and in response to whatever effect(s) the player in question desires, so long as said effects are something capable of being identified, and the character capable of fulfilling the necessary requirements executes the skill or technique. In other words, you could set a conditional attack to be delayed until after an opponent makes an attack on you, to be used on the first viable target you encounter, or to be used following the actions of another player based on some condition that can be detected by you, but not based on anything you have no way of knowing, such as using an attack after an opponent's mana drops below half of his/her max.
Here are the primary points of relevance about Delayed actions:
-Any Delayable action can be used during the End Phase. In cases where multiple people delay actions past their normal phase of use and then attempt to execute them at the same time*, the only relevant factor is the Agility of the characters involved.
*Such as two people attempting to perform a standard attack as soon as the End Phase starts.
-In a situation in which two people both attempt to delay as long as possible, the character with the higher Agility goes last.
-If two or more players both delay as long as possible to see the other's actions, and the one with lower Agility has no action set in the case of no response on the opponent's part, the Servant with higher Agility will be forced to perform an action or both will yield any unused AP and SP that turn, and do nothing.
Reactionary Abilities: Reactionary Abilities are a special type of skill that, when triggered, will have their effect executed before the initial event is completed. The most basic form of these skills are barriers or shields, but other types of skills exist that function this way. Protection and Form-Changing Command Spells also fall into this category.
-Reactionary Abilities, especially of the defensive type, often do not consume AP or SP, and can therefore be activated as often as allowed by their condition. However, it should be noted that they do still have a cost to pay. These are not the same as Passive abilities, and therefore, it is up to individual players to decide under what circumstances they will use their Reaction skills in advance, by indicating so in their moves.
-Because some Reactionary abilities can be used a large number of times per turn under some situations, it is up to players to decide and set how often and under what circumstances they will respond. It is entirely possible to mana burn oneself to death this way.
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #5: 13th Jul 2012 2:16 PM | |
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Advanced Combat:
Servant Forms: Servants have two forms existence: a Physical Form and a Spirit Form. The forms work as follows:
Physical Form:
-Servants can act and use most of their abilities.
-No additional modifiers to Servant or Master regeneration.
-Servants can enter Spirit Form as a Free Action* at the first available opportunity, otherwise, at the cost of 1 SP. This is not a Reactionary ability. Details are found under the General Abilities section.
Spirit Form:
-Servants in Spirit Form cannot normally be detected.
-Servants in Spirit Form are generally incapable of being damaged or targeted by any attacks, skills, or other effects, even when detected.
-Servants in Spirit Form cannot protect their Master, perform attacks, or use abilities of any kind aside from entering Physical Form, though they may move independently.
-Servants regenerate health at 1.5x their normal rate following any turn they spend entirely** in Spirit Form.
-Masters regenerate 10 additional mana, following any turn the Servant spends entirely** in Spirit Form.
-Servants in Spirit Form can return to their Physical Form by paying 1 AP and 1 SP, but suffer a reduction in Agility and Luck of one rank, and a reduction in Endurance and Magic Resist of two sub-ranks until the end of the turn. Details are found under the General Abilities section.
*Servants may change forms exactly once per turn, unless a Command Spell is used. Therefore, they cannot normally enter and leave either form during the same turn.
**As noted under the Regeneration section, choosing to enter Spirit Form at the earliest possible time in a turn fulfills the requirement of a full turn.
Command Spells: Command Spells are considered abilities used by Masters that have no cost in AP or SP, and don't consume the Master action for the turn. Certain Command Spells can be used at Reactionary speed, while others cannot. For the general Command Spell skill header, see General Abilities.
The following is a list of the Command Spells that can be used by all Masters:
Summoning: "Come to me!" Summons a Servant instantly to the side of the Master using it.
Spirit Form: "Enter Spirit Form!" Causes a Servant to immediately enter Spirit Form. This can be set as a Reaction to an attack seen coming, depriving the attacker of his or her target, but using this Command Spell in this manner will not force the attacker to pay the cost of the ability. Therefore, assuming they have conditionals set for this alternative, they can then proceed to attack Masters that remain unguarded following this spell.
Physical Form: "Enter Physical Form!" Causes a Servant to immediately enter Physical Form, without the standard penalties. Like the Spirit Form Command Spell, this can be set as a Reaction, and thus it can be used to allow a Servant to intercept an attack for his or her Master that has already been started.
Protection: "Protect X!" Defying all odds, the Servant takes all hits that would have been directed at target X. This can even be used by Masters to avoid damage from effects that hit the entire area. Servants will only take the damage they would normally receive from area attacks that they block in this manner. Can be used as a Reactionary ability.
Escape: "Get us out of here!" Immediately allows a Servant and Master to escape from combat to an adjacent location on the map. This Command Spell does not consume Movement, and can still be used after a team has moved during the turn. If this Command Spell is used before the End Phase, then the movement priority advantage takes place on the turn of escaping, instead of on the following turn, as with a normal Escape. This Command Spell can only be used following an action, not as a Reactionary skill.
Obedience: "Obey my commands!" Forces the Servant to perform actions as desired by the Master for the next 3 turns. This includes overriding any effects that may cause the Servant to act against his own wishes or judgment.
Servant-Specific Command Spells: In addition to the general Command Spells listed above, individual Servants also have unique Command Spells that can be used on them in battle, providing enhancements to specific abilities, or options that may not otherwise be available.
Bounded Fields: A special type of spell that has duration and affects an entire area. The specifics of individual Bounded Fields can vary wildly, and each has its own attributes and traits. Some may be readily apparent, while others can be extremely subtle.
-Characters with a Magic Attack rank equal to or greater than the rank of a bounded field can normally sense its presence. Some bounded fields can have different requirements, though.
-No area can hold more than three Bounded Fields at a time. Attempting to place a Bounded Field into an area at capacity will simply result in a failed action, and does not consume any resources.
Multiple Defenders:
In the event that there is more than one being capable of defending a Master, a priority should be assigned to the order and conditions in which those beings will block. If no order is assigned, the Servant will be assumed to block by default.
Mana Burn:
-Servants who reach zero mana will fade. By using an ability that he or she lacks sufficient mana to pay the cost for, or through paying for the upkeep cost of a skill that requires mana to sustain it, a Servant will Mana Burn to death. However, before dying, the skill will still execute.
-Masters who lack sufficient mana to pay for an ability’s upkeep will instead tap into their own life energy to meet the cost, at a conversion rate of 3 health to 1 mana. Masters cannot use this effect to actually use abilities; only to pay constant costs.
Statistics and Ranks:
Following is a list of the main stats on all characters, followed by a brief explanation:
-Strength (STR): Directly related to physical feats of strength, and raw power.
-Endurance (END): One’s ability to withstand physical punishment and strain.
-Magic Attack (MA): A rough gauge of one’s skill and aptitude in magecraft.
-Magic Resist (MR): Passive resistance to arcane and supernatural arts.
-Agility (AGI): Combat speed, reaction time, and overall flexibility.
-Luck (LCK): Never a bad thing to have more of.
-Noble Phantasm (NP, Servant-only): A rough estimate of the efficacy of a Servant's signature weapon or skill, their Noble Phantasm.
Actual values for stats in this War consist of two elements, main ranks and sub-ranks. The main rank is simply the primary value in a stat, described by a letter, while the sub-rank consists of a number of pluses or minuses following it. As sub-ranks grow in size, the impact of each additional sub-rank increases when that stat is used for as an offensive or defensive multiplier.
Offensive Stat Table: Used to determine the value of stats added to the base damage multiplier in combat. Primarily used for Strength and Magic Attack. The minimum value for this is 0%, regardless of the possible effects of negative sub-ranks.
E - 110%
D - 125%
C - 145%
B - 165%
A - 180%
EX - 205%
Sub-Ranks: 3%, 7%, 12%, 18%, 25%, 33%, 42%, 52%...
Defensive Stat Table: Used to determine the value of stats subtracted from the base damage multiplier in combat. Primarily used for Endurance and Magic Resist. The minimum value for this is 0%, regardless of the possible effects of negative sub-ranks.
E - 10%
D - 25%
C - 45%
B - 65%
A - 80%
EX - 105%
Sub-Ranks: 2%, 5%, 9%, 14%, 20%, 27%, 35%, 44%...
Agility: Determines turn order in combat, delay limit, and impacts scouting ability.
E - 1
D - 2
C - 3
B - 4
A - 5
EX - 7
Sub-Ranks: .5 per sub-rank
Luck: Determines turn order outside of combat, heavily impacts scouting ability.
E - 0
D - 2
C - 4
B - 6
A - 8
EX - 11
Sub-Ranks: .5, 1, 2, 3.5, 5.5
Sub-ranks can be both positive and negative, and grow at the same rate in each direction. In the event that someone with negative sub-ranks gains a sub-rank, or someone with positive sub-ranks loses a sub-rank, the most significant sub-rank is the first removed.
Example: If you have '+++' on your Strength (+12%) and are hit with a '-' you would be reduced to '++' (7%).
Calculations and Formulas: Because knowledge is your greatest weapon.
BD = Base Damage
OSV = Offensive Stat Value
DSV = Defensive Stat Value
Universal Damage Formula:
Real Damage = BD*(OSV - DSV)
Damage is calculated to the nearest tenth, rounded down.
An offensive skill cannot deal negative damage as a result of this formula under normal circumstances. If DSV > OSV, the damage will be zero.
Section XI - General Abilities:
Master Abilities:
--Command Spell
Rank: EX
Type: Instantaneous
Cost: 1 Command Seal
Duration: Varies
Requirements: None
Properties: Command Spell
Targets: 1 Contracted Servant
Delayable: Yes
Description: Consumes one of a Master’s Command Seals to give a Servant an absolute command, which can strengthen them, enabling them to perform actions that would otherwise be impossible.
-A full list of general Command Spells is available in Section X - Combat, though some Servants may also have specific Command Spells unique to them.
-It is important to note that while the speed of all Command Spells is Instantaneous, it is not always Reactionary, as that is dependent upon the specific nature of the effect.
--Break Contract
Rank: EX
Type: Instantaneous
Cost: 1 Command Seal
Requirements: None
Properties: Command Spell
Targets: Self, 1 Contracted Servant
Delayable: Yes
Description: A Master's ability to sever an existing contract to a Servant. Though it must be performed at the price of a Command Seal, it is possible to nullify the bond between a Servant and a Master.
--Escape
Rank: E
Type: End of Turn
Cost: Movement for the turn
Requirements: Did not already move on this turn, not protected by a Servant
Properties: Escape
Targets: Self
Delayable: No
Description: Allows Masters to escape in the first turn of combat at the end of the turn, if they did not already move.
-Escaping in this way does not provide an advantage in Movement on the following turn against the groups being escaped from.
Servant Abilities:
--Form Contract
Rank: EX
Type: Free Action
Cost: None
Requirements: Servant has no present Contract, Master has no present Contract, Mutual agreement of both parties involved
Properties: None
Targets: Self, 1 Master
Delayable: Yes
Description: Allows a Servant to contract to a new Master, even if their original contract is broken, regardless of the reason.
--Escape
Rank: E
Type: End of Turn
Cost: 1 SP, Movement of all targets for the turn
Requirements: Used during the second full turn of combat or later
Properties: None
Targets: Self, Master if present, any familiars on the team
Delayable: No
Description: Standard Escape option in combat. Allows movement to an adjacent area.
-Servants can opt not to escape with their Masters or familiars, but doing so prevents the Master from escaping at all on that turn.
-The escaping party has priority in all movement checks on the following turn from the people they were originally in combat with.
--Spirit Form Shift
Rank: E
Type: Initial
Cost: 1 SP
Requirements: Did not already use the abilities Spirit Form Shift or Physical Form Shift this turn, presently in Physical Form.
Properties: None
Targets: Self
Delayable: Yes
Description: Allows a Servant to enter Spirit Form, gaining the benefits of being nearly undetectable, as well as enhanced regeneration for themselves and their Master.
-The full benefits of being in Spirit Form are listed above in the rules, in the Advanced Combat section.
-Spirit Form Shift does not consume SP when performed at the earliest possible time in the turn.
--Physical Form Shift
Rank: E
Type: Support
Cost: 1 AP, 1 SP
Requirements: Did not already use the abilities Spirit Form Shift or Physical Form Shift this turn, presently in Spirit Form.
Properties: None
Targets: Self
Delyable: Yes
Description: Allows a Servant to enter Physical Form, gaining the the primary benefits of being capable of attacking opponents and defending his or her Master.
-Lowers Agility and Luck by 1 rank, and Endurance and Magic Resist by 2 sub-ranks until the end of the turn.
-The full benefits of being in Physical Form are listed above in the rules, in the Advanced Combat section.
--Consume
Rank: D
Type: Support
Cost: 1 SP
Requirements: Not in combat
Recovery: 5% Maximum Mana
Properties: Death, Regeneration
Targets: Self, 1 Civilian
Delayable: No
Description: A Servant drains the mana of a human directly into their body, recovering a small percentage of their maximum.
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #6: 13th Jul 2012 2:17 PM | |
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Section XII - Move Creation:
The method in which move submission is handled for this War is somewhat different from most previous Wars. Teams have separate boards for both Masters and Servants. Moves can be submitted either by both members of the team, or a single member of the team. If only one person submits a move, then any actions detailed for the other member of the team in that move will be executed normally. However, if both members of the team submit a move, then only the actions and conditionals pertaining to the character played by that individual will be used, from each set.
-Contracted Servants and Masters cannot harm themselves or their familiars under any circumstances, and any portions of a move detailing this will be ignored, regardless of which member of the team posts it.
-If a Master uses the Obedience Command Spell, the move they submit will apply for both the Servant and the Master for the turns that the Command Spell is active. If the Command Spell is active and the Master does not post any actions for the Servant, the Servant can still post a move and act normally, but only actions for the Servant posted by the Master will carry the Command Spell's effects.
Information Sharing:
Under normal circumstances, a contracted Master or Servant will automatically share any unique information they acquire in a given turn, effectively giving them each other's status updates automatically. However, should either player desire to do so, it is possible to block some or all of the information normally obtained, limiting the other member's status update just to what that character observes. In the event that a player wishes to do this, it must be included specifically in the move, as well as what information will and will not be shared.
Starting Location:
For the first turn of the game, known as Night 0, the Servant and Master team must select a location as their starting area. Both players may post a starting area on their boards, but if the locations disagree, the location chosen by the Master will be used. The only action that can be performed on Night 0 is selecting a starting location.
Section XIII - Miscellaneous:
Actions not Explicitly Defined:
Obviously, while the rules for this War are extensive, they do not necessarily cover every situation that may come up. In the event that a team desires to perform an action not explicitly defined as permitted by the rules, they are certainly free to ask about it, but the default answer is essentially 'no.' Regardless of whether or not you think that the action you want to perform is something that should be allowed, or something you believe your character should be able to do, if it isn't defined, it also isn't taken into account for balance, and the odds are that it wouldn't be something you would consider doing unless you thought you could gain something from it.
Other Notes:
-Character sheets of dead characters may not be posted or otherwise shared with other players after death until the game is over, except in the death board, in which access is granted after being removed from the game. This is to prevent relative assessment of abilities for those remaining.
-No changes will be made to these rules or character sheets after the start of the War, though abilities may have wording altered for clarification if there is an issue of interpretation.
-Masters cannot undertake actions that would significantly change their appearance from how they look at the start of the War in their descriptions. By this, I mean that they cannot choose to get contacts that change the color of their eyes, hair extensions, plastic surgery, or simply wildly different clothing. No action that would clearly disguise a Master's appearance is allowed. If you absolutely insist, they can change their clothes as a Free Action when not in combat to something else they would normally wear, such as the same clothing in a similar color. |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #7: 13th Jul 2012 2:32 PM | |
I won't deny that. It's not a game you can just pick up and go in. It's pretty simple to learn in the end, but you will most likely have to read through the rules. | |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #8: 13th Jul 2012 11:02 PM | |
Yeah, sure I can give you guys a summary.
Basically this is a strategy game. There are fourteen players, seven teams of two. Each team has a master, and a servant. The servant is usually derived from an anime/book/video games/famous character. I'll probably use anime for the most part, it's the easiest way to draw characters.
You move about a map, using "if then" statements to determine your actions each phase, and you battle other teams, ally other teams, or just ignore other teams. Each servant is equipped with a class, which gives them unique class perks. That's the shortened version.
Here's one of first games I played in, it's a good example of how the game works:
http://s1.zetaboards.com/OT_Holy_Grail_War/forum/1685211/ | |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #9: 14th Jul 2012 2:50 AM | |
I guess you could say it's like Lab, but instead of trying to escape, you're trying to kill everyone else, and instead of saying "##Exit: West" you give a long list of "IF this happens, THEN I do this in response." | |
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Vespis
FAK U PIE
| Reputation: -6 | Group: | Novice | Posts: | 252 | Joined: | Jun 28, 2012 |
| Post #10: 14th Jul 2012 11:15 PM | |
I'm not sure, it's just an idea, and I'd have to take some time to make the Servant sheets, and get the Master sheets set up. | |
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