| The True Holy Grail War - Rules | |
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| Tweet Topic Started: Sep 5 2011, 05:00 PM (650 Views) | |
| ssv9001 | Sep 5 2011, 05:00 PM Post #1 |
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Just killing time until the world ends.
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True Holy Grail War Rules I: General Info II: Stats III: Contracts and Command Spells IV: Alliances and Communication V: Structure of the War VI: Structure of a Turn VII: Combat VIII: Movement IX: Skills and Abilities X: Special Actions I: General Info The Holy Grail War is a competition between teams, each containing a Master and a Servant. Each team’s goal is to eliminate all other Servants such that they possess the only surviving Servant. Once no more than one Servant remains alive (or, rarely, if all Masters have been killed), the War ends and, if a Master-Servant team is still alive, that team is declared the winner. Servants are broken up into seven classes. Only these classes are used in this War: Saber, Archer, Lancer, Caster, Rider, Assassin, Berserker. Each class possesses its own special characteristics. In this War, as it was in the original Holy Grail Wars, Servants are heroes taken from history and mythology. Knowing what hero a Servant is may give you insight into their abilities and weaknesses. II: Stats A character’s abilities are measured by various stats, which have the following meaning: Health – Simply, a character’s surviving vitality. Once this is reduced to 0 or below, the character is dead. Servants all have 100 maximum health; Masters have 50. Health Regeneration – A character’s ability to regain health over time. Usually characters cannot regenerate health while battling; they will not regenerate health unless they were not successfully attacked and did not successfully attack during the previous turn. Mana – A character’s ability to cast spells. Servants are made out of mana; if their Mana is reduced to 0 or below, they die. Servants all have 100 maximum mana; Masters have 50. Mana Regeneration – A character’s ability to regain mana over time. Strength – Represents a character’s ability in melee combat. Increases the damage of the character’s physical basic attacks (see VII: Combat). Endurance – Represents a character’s ability to resist physical damage. Reduces damage inflicted by Melee Attacks (see VII: Combat). Magic – Represents a character’s general magical potential. Both increases the damage of the character’s magical basic attacks, and reduces damage inflicted by Magic Attacks (see VII: Combat). Agility – Represents a character’s speed. Characters with higher Agility move before characters with lower Agility within each phase. Luck – Represents a character’s general luck. Both increases the character’s chance to dodge enemy attacks, and reduces the opponent’s chance to dodge your attacks (see VII: Combat). Also used as a tiebreaker in the case of tied Agilities. Noble Phantasm – A stat possessed only by Servants, that approximates the power of their special personal skills. No special significance, and not generally included among the other stats for the purpose of skills. III: Contracts and Command Spells Each Master possesses a special contract with his Servant called a Command Seal, that marks him as a qualified Master. This contract requires that the Servant protect the Master; as long as Servant and Master are in the same area, attacks aimed at the Master will be automatically intercepted by the Servant. Servants need the assistance of a Master to remain in this world; a Servant without a Master will not regenerate health or mana, and at the beginning of the turn, loses 40% of their maximum mana. Masters cannot usually obtain other Servants. However, if a Master is killed and the Servant left alive, the Servant may join one of the remaining Masters. The Servant is free to choose their Master; no one Master has precedence. This can allow a Master to own multiple Servants, but this comes at a cost due to the high mana requirements to maintain them; for each Servant beyond the first, all Servants that Master controls loses one rank in all stats. The Command Seal grants the Master a special ability to control his Servant, called the Command Spells; each Master begins with 3 Command Spells. Command Spells may be used during the Command Spell Phase, and also have priority over all other abilities; they can be cast whenever the user desires, even more than one in a turn. The following Command Spells may be used: Obey – Requires the Servant to obey the Master in some way specified by the Master. The effect of such a Command Spell cannot last longer than 3 Turns. Summon – Through the Master’s will, the Servant bridges space to come to his side. Immediately and freely moves the Servant to the Master’s location. Defend – Orders the Servant to protect someone else in addition to the Master. For up to 3 Turns, the Servant will intercept any attacks aimed at the target. This effect can be cancelled early, and ends automatically if the target should attack the Master or Servant. Servants cannot be multi-hit as a result of this effect, and can guard both their Master and the additional target simultaneously. Win – A command for the Servant to win their battle, granting them greater abilities. Select a stat; the Servant gets a rank up in that stat for the next three turns. However, if the Servant has A Rank or higher in that stat, they get a + instead. Flee – Orders the Servant to carry the Master away and escape. The Master and Servant immediately move to a desired adjacent area; this is not considered regular movement and does not cost a Turn Action. Swap Form – Causes the Servant to either immediately enter or leave Spirit Form (see X: Special Actions). This does not cost an action for the Servant. IV: Alliances and Communication You may only communicate with other players in certain predefined ways. First, you may freely communicate with your partner(s), and have also been granted a private board to make such communication easier. Second, you may communicate with anyone within your area. You may do so within your move, and if you remain in their area until the end of the turn, you may also communicate with them freely outside of the game for that turn. Lastly, communication through alliances is permitted. By forming an alliance with another player (which you and they must establish in your moves), you gain the ability to communicate with them remotely. While both you and they exist in their home base (see V: Structure of the War), you may communicate with them both within your move and outside of the game. To make this possible, you will be given information whenever they are present in their home base while you yourself are also in your home base. You can break an alliance whenever you like, which will end this effect. V: Structure of the War All characters are put into the War on N0. Then they begin making moves as normal. Home Bases are an important part of the War; they represent the area that a magus has claimed as his own. Each team will have its own Home Base, and will start there at the beginning of the War. However, Home Bases have import even after that. First off, they always act as a limited, unremovable Bounded Field that alerts the Master of that team whenever someone else enters. Second, the original Home Base location is hidden from sight; they are not listed on the map. Instead, teams will have to spend their Move Action to search for such locations adjacent to their location; once they find one, it is permanently revealed to them. There is a 50% chance of finding an adjacent Home Base if one exists. When searching for a Home Base, you can, if you choose, immediately move there upon finding it, but your Move Action will be lost regardless. Once a Master dies, their Home Base field(s) (but not the location itself) is removed, and the location is revealed to all players. VI: Structure of a Turn Turns are made up of several individual phases which progress in a specified order; actions within each phase are usually determined by the character’s Agility. The turn order goes as follows: Initial Phase -> Command Spell Phase -> Support Phase -> Attack Phase -> Movement Phase -> End Phase. Initial Phase: Characters regenerate mana in this phase; they also regenerate health while not in combat. They can also pay upkeep for any skills or abilities they control with an Upkeep; if they fail to pay a skill’s upkeep, it is cancelled. Lastly, any effects marked with ‘beginning of the turn’ occur here. All actions within this phase occur simultaneously. Characters may not take actions other than paying upkeep in this phase. Command Spell Phase: Command Spells have priority over other abilities; only Command Spells may be used during this phase. All actions within this phase occur simultaneously. Support Phase: Support Skills may be used during this phase. Actions within this phase occur based on Agility. Attack Phase: Attack Skills and basic attacks may be used during this phase. Actions within this phase occur based on Agility. Movement Phase: Characters may move or flee from combat during this phase. Actions within this phase occur based on Agility. End Phase: Duration and Cooldown are decremented during this phase. In addition, any effects marked with ‘end of the turn’ occur here. All actions within this phase occur simultaneously. Characters may not act in this phase. During a turn, characters are granted one standard action and one move action. Any skill or ability not marked with ‘Free Action’ will cost your standard action to use. Using your regular movement will cost your move action. Characters do not have to act within their specified place in a turn; they can delay actions later within the turn, as long as you are actually able to act at the specified time. When delaying an action, you can delay it freely (so even if unable to act at A Agility, you could still use delayed actions in response to A Agility actions). When delaying, you will probably want to set conditions to specify your actions; as long as the condition is something you can check, you’ll be able to use almost anything. VII: Combat The most important component of the War. Combat begins whenever a character uses an Attack Skill or basic attack on another; once this happens, all characters within the location that are on either the attacking or attacked team are considered in combat. A character leaves combat once they flee, or kill everyone they're in combat with, or everybody they're in combat with agrees to leave combat. Characters may attack through either Attack Skills or basic attacks. The damage from an attack is based both on the rank of the attack and the appropriate defensive stat of the target. A basic attack’s rank is equal to the appropriate stat. If they are using a Melee Basic Attack, STR is used. If they are using a Magic Basic Attack, MAG is used. If they are used a Projectile Basic Attack, the higher of STR and MAG is used. Characters using an Attack Skill simply use the rank of that skill. Characters may only use basic attacks allowed to them by their personal Attributes; characters with the Melee Attribute may use Melee Basic Attacks, characters with the Magus Attribute may use Magic Basic Attacks, and characters with the Projectile Attribute may use Projectile Basic Attacks. They may choose freely which type they want their basic attack to have from their available options. An attack’s damage is based on rank as follows: E: 8 D: 16 C: 24 B: 32 A: 40 EX: 50 Each + is worth an additional 3 damage. Damage is then reduced by an appropriate defensive stat. If the attack is a Melee Attack or Melee Basic Attack, END is used. If the attack is a Magic Attack or Magic Basic Attack, MAG is used. If the attack is a Projectile Attack or Projectile Basic Attack, the higher of END and MAG is used. An attack’s defense is reduced based on the rank of the defensive stat as follows: E: 5% D: 10% C: 15% B: 20% A: 25% EX: 32% Each + is worth an additional 2%. The overall damage of a skill is equal to (Attack Damage) * (1 – Defense Value). Characters have a chance to escape damage altogether by evading the attack through their Luck. The following evasion values are used based on the rank of one’s Luck: E: 4% D: 9% C: 15% B: 22% A: 30% EX: 40% Each + is worth an additional 2%. The chance to dodge an attack and negate it entirely is equal to (Defender’s LCK Value) – (1/2) (Attacker’s LCK Value + Attack Rank {as LCK value}). When an attack is dodged, it does not take place against that target; not only is damage reduced to 0, but extra effects against the target do not apply. You can forego your dodge chance if you really want to. VIII: Movement Characters have a move action each turn to spend on their movement. During the Movement Phase, they may move to any location on the map. This is the primary way to move; characters can also move in combat. This is referred to as fleeing. Characters can only flee in the second turn of combat, and they cannot move until the end of the Movement Phase. Finally, they can only flee to adjacent locations. After you flee combat, you cannot move until last during the next Movement Phase. Characters can also use Command Spells to flee if their Servant is also in their area; this allows them to flee as early as the Command Spell Phase, and they do not have to wait for the second turn of combat. However, they can still only escape to adjacent locations. IX: Skills and Abilities A character’s special actions is measured by their skills and abilities (including their Noble Phantasms). Skills and abilities are designated as followed: Most characters have a set of class/personal abilities, which have a name, rank, description, and effect. However, except for the effects, this is all flavor and can be disregarded. The effects consist of a set of skills and/or abilities. Abilities are marked with Type: Passive Ability. Most of them have only a name, rank, type, and effect, though there are exceptions. In particular, some abilities may have a Cost; you should include in your move whether you want to pay that Cost should the triggering condition apply. By default it will not be paid. Skills will always have a name, rank, type, targets, and effect, and many have other parameters: cost, upkeep, duration, cooldown, and requirements. Targets are marked as follows: Targets: [Type] Number Number represents a maximum number of targets. Many skills have a Type of Self, meaning that it always targets the caster. The skill’s cost must be paid when it is cast, and to maintain a skill with upkeep, you must pay the upkeep cost at the beginning of the turn. If not, the skill will be cancelled. A skill’s duration represents how long it is able to last. At the end of each turn, the duration of all active skills is decremented by one turn; once it hits 0, the skill ends. Skills with duration may not be cancelled early, unless their Requirements are no longer fulfilled. Cooldown represents how long it takes before a skill can be cast again. Once a skill finishes resolving (meaning ongoing skills do not trigger Cooldown until they end), its Cooldown is set, and it cannot be cast; the Cooldown decrements by one turn at the end of each turn, and is resolved once it hits 0. A skill’s or ability’s types are many and varied; some have effects defined in the rules (Melee Attack, Magic Attack, Projectile Attack, etc.), while others may have relevance only to another character’s sheet, giving your skill some kind of strength or weakness against that character. One particularly common type is Free Action, which means that the skill does not cost your standard action to use. Some characters may have hidden skills and abilities; good luck fulfilling the secret condition to unlock them! Ongoing skills that lack both duration and upkeep can be cancelled in the Initial Phase. X: Special Actions There are a few actions a character can take that are neither listed in their sheet or in other sections of these rules. The first is civilian consumption. Servants can drain mana from civilians in their area; this is a standard (non-free), support-speed action. In doing so, they regain 25 Mana, but during the update that night, all players will be alerted to the location where that civilian was consumed, thus giving away the consumer’s location. Another special action is to take and leave spirit form. Both of these are a standard, support-speed action (unless done with a Command Spell). While a Servant is in spirit form, they cannot be affected or targeted by anything, cannot be detected, cannot use attack skills, and do not have access to their standard action. While in Spirit Form, their health regeneration increases to 1.5x. Masters have access to another special action, claiming a territory. Claiming a territory costs both your standard and movement action, and is a support-speed action. Once you have claimed a territory, that location becomes considered a Home Base for you. You cannot claim a territory that is not adjacent to (one of) your Home Base(s). You cannot directly claim other people’s Home Bases, but by using a claim territory action inside their Home Base, you will remove it, thus making it possible to claim it on your next turn. However, you cannot claim someone’s last Home Base. Lastly, at any time, a Master can resign, leaving the game for good. Edited by ssv9001, Sep 30 2011, 02:35 PM.
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3:10 PM Jul 11