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| Tweet Topic Started: Sep 26 2013, 07:09 PM (397 Views) | |
| Super Archer | Sep 26 2013, 07:09 PM Post #1 |
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Trollsmith
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Turn Order 1. Start 2. Regen 3. Movement 4. Support 5. Attack 6. End If you run into someone while moving, you can stop them. Stats Strength: Each rank above E adds 1 damage to physical skills. D adds 1 damage, C adds 2, etc. Magic Attack: Each rank above E adds 1 damage to magical skills. D adds 1 damage, C adds 2, etc. Endurance: Each rank above E lowers 1 damage done by physical skills. D lowers by 1 damage, C lowers by 2, etc Magical Defense: Each rank above E lowers 1 damage done by magical skills. D lowers by 1 damage, C lowers by 2, etc Luck determines movement order. If there is a tie, then Agility will break it. Agility is attack and support order True Damage doesn’t use any stats. Servants have a total of 20 health. Master have a total of 10. Regen Masters restore 1 health per turn outside of combat while Servants get 2 Spirit Form Servants can go in Spirit Form. It takes all of their support actions to go in and out(TWSS). While in spirit form, Servants regen twice as fast but are unable to interact with the physical world with their skills or by blocking for their Master. They can seperate from their Masters though. Consuming Servants and Masters can consume citizens to double regen. They can consume Masters for triple regen, and Servants for quadruple regen. Players can tell when someone was last consumed in an area when they enter. Masters Create the looks and backstory of your masters. They have 10 health and E rank stats. Masters have access to these abilities. They can only use one per turn Do 1 true damage to one target Heal target for 1 health Shield your servant, blocking one attack. Command Spells Masters have three Command Spells Teleport to any area. Heal Servant for 1,000,000 health, or into they reach their cap. Their servant’s next attack has it’s damage doubled. Doesn’t work with Noble Phantasms. Obey. What it says on the tin. Break the Game. Don’t make the GM angry. You wont like it when they are angry. Make all stats EX for the rest of the turn You can get more Command Spells by stealing them from Masters you kill. Contracts Contracts don’t break unless you want to. Can be broken and made at any time with no cost. If a servant has no master, they lose (1+x) health, with x being the turn count since they lost a master. This happens at the start of the turn. Servants block for their Masters. Masters can have as many servants as they want with no regen penalties. For movement, you will use the servant's Luck stat. If a Master has two or more Servants, then you will use the Servant with the lowest Luck. Victoly You can win by being the only Master-Servant team left alive at the end. Edited by Super Archer, Oct 3 2013, 12:32 AM.
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8:26 PM Jul 10