Rules
Feb 4, 2019 20:23:57 GMT -8
Post by Chatt on Feb 4, 2019 20:23:57 GMT -8
Setting
You are all here for your own reasons to win the fabled Holy Grail. Every 50 or so years, a group of masters are brought forth to do battle for this object, and the winner will have one wish granted. To help, the Grail will summon forth a Servant for each master to control. These Servants are legendary heroes from times past, and will fight for you in this great war. This time, is a little different than normal, however. For some reason, there are a lot more Masters than normal. And there don't seem to be any limit on classes.
Prepare your weapons, skills, magic and wits. And enter the greatest battlefield known to the world.
Welcome to the Holy Grail Wars.
Servants
Servants are powerful heroes and figures of legend that are summoned by the Holy Grail to fight for you. There have been many already created by the Fate franchise, a full list of which can be found in these links. Beware Spoilers!!!
typemoon.fandom.com/wiki/Servant
fategrandorder.fandom.com/wiki/Servant_List
These will be summoned, and each will be an npc controlled by me. Interacting with your servant is paramount, as they make up a vital part of your fighting force. Each servant has their own quirks, personalities and issues that you will have to deal with. Treat them as a tool, a friend or however you wish.
Servants each have classes. These classes determine their specialty, and each have their own passives. The classes are as follows: Saber, Lancer, Archer, Rider, Assassin, Caster and Berserker. There are others, but these will be the baseline (you can request others in pms). The passives for each class are
Saber
Magic Resistance: Resist magic according to rank
Riding: Gain advantages, and able to handle most modes of transportation depending on rank
Lancer
Magic Resistance: Resist magic according to rank
Strong Noble Phantasms: Tends to have stronger noble phantasms than when compared to other classes
Archer
Magic Resistance: Resist magic according to rank
Independent Action: Able to operate without magic from Master for a limited period of time, also capable of ignoring direct orders from master, even under command seal, according to rank.
Rider
Riding: Gain advantages, and able to handle most modes of transportation depending on rank
Strong Noble Phantasms: Tends to have stronger noble phantasms than when compared to other classes
Caster
Item Construction: creating items
Territory Creation: Able to choose an area which will be placed under the Caster's control. This area will enhance skills and stats of the servant while in it.
Assassin
Presence Concealment: Unable to be detected, distance and strength depending on rank
Berserker
Madness Enhancement: Sacrifice intelligence, sanity, and often capability of communication for massive stat bonuses.
Mana Cost: Typically cost exorbitant amounts of mana.
While Classes may have similar passives, these are just those given to the classes. Each Servant is unique with their own passives that will massively affect combat, ultimately much more than the class passives will. So while judging from this tree, it might be better to just go Saber over Lancer any day of the week, there are many different passives, and other fighting styles to consider. For Instance: A lancer can throw his spear as well as be deadly in a close fight. A Saber must get in close ... typically. Exceptions exist, of course. Ultimately: These are just the base passives given to the classes. The Servant will be more of a factor than the class.
There must be at least one of each class at the beginning of the war.
Each Servant will also have Noble Phantasms. These are culminations of the Servant's legend, symbolizing their ideal, or their very legend. These are integral to their character, and upon seeing one, it will be quite easy to determine who a servant is. Remember, upon knowing a hero's identity, their weaknesses are blatant. Achilles is a harsh example. The more iconic the Noble Phantasm, the faster and easier it is to determine the identity of the wielder. Most Servants, upon seeing another Noble Phantasm once will be able to determine the identity of the wielder. Some servants can have more than one Noble Phantasm.
Combat
Combat will be turn based, and the Player will control their character (The master) and will work with and potentially command/control their Servant, provided the relationship between the two is good enough. Skills will have things that clarify how many can be used during 1 turn. Each turn can be viewed as about 5 seconds of real life time.
Stats
Master's (Player's) Stats
Every once in a while, the players will be given actions to invest in either skills or status points. This will be the way your character will grow through the season.
Strength
Your strength will determine how much damage you can deal with physical attacks. Along with this, physical activities are also determined. As a player, this will be capped at about 30, with diminishing gains upon reaching the 20's. For reference, 30 is about what is needed to start lifting a car.
Health
Your health will determine how much damage you can take. This will be capped at 150 for players, with diminishing returns after 100.
Speed
How fast you move. This determines both distance (1 speed is 1m) and turn order. Your speed will be capped at 20, with diminishing returns after 12.
Mana
Mana is a resource that can be used for skills. However, in the holy grail war, it will also be your resource to maintain your servant as well. Each Servant will have a cost to maintain, which will go up when the servant is in combat. This will work as a constant fueling cost. For instance, if I had 60 mana, and my servant costed 30 to maintain, 60-30. I would have 30 mana to use how I would while my servant was out of combat. During combat, if my servant costed 50 mana to maintain, I would then have to use 60-50 to maintain my servant's combat stats, and I would have 10 to work with. 9, if I did not want to hit 0. Should a master not be able to maintain the mana cost needed for combat, the servant will often hold themselves back, using less mana. This could mean lower stats, not being able to utilize certain skills, or other things. This will be dependent on the servant.
Magical skills will have a mana cost, cooldown, and when the mana will return. Noble Phantasms of servants will work in the same way.
Mana Maximums
Players will decide their starting mana, and the cap for Mana stat. From there, various advantages and disadvantages will be given.
10 cap is the dunce mage. In return for being horrible at mage-craft, the player will have extreme physical skills, stats, items, or other things to compensate.
30 cap is the average human. Typically, one will not start at the 30 cap, but in return have powerful physical skills and, eventually be able to acquire unique skills.
60 cap is the equivalent of being a top class mage. Having this much means you are from a strong family background of mages, equipped with extremely strong familial skills, and decent physical stats, or a top class mage from outside, befit with people wanting your talents for themselves. One can either start at 60 with a loss to other stats, or lower to gain others.
100 cap is the maximum. Those who wish to have a 100 cap will typically start at 100, but sacrifice all other stats quite heavily, along with other significant downsides. Having 100 Mana makes you a freak of nature, having to be experimented on for years, or similar events. Deciding to go with 100 Mana causes significant downsides in exchange for being able to use the strongest servants, magical skills, and magic. To clarify, a downside could be having a parasite implanted in you, which will give you over 100 mana for a time. But each time your mana is used, it will eat away at your max strength, hp, speed and, towards the end, mana. Another could be that you have 100 mana, but you have an inexplicable link to the holy grail which attracts every master to immediately target you.
Those masters with 50 and above maximum mana will become incapacitated upon reaching 0 mana, becoming unable to move. Should they reach -75% of their maximum mana, they will die. This is due to their very nature being imbued with magic, and losing it is debilitating. So, if I had 60 mana, and hit -45 mana, I would die.
Those masters below 50 mana cap will not be incapacitated, but not having mana will start causing debuffs of -10, -20, and so on. Upon reaching a certain point, they will also die (This will be determined by the mana available)
Servants are the only real way to get to negative Mana. Your body will prevent you from using skills and such to reach negative mana on your own.
There are ways to increase magic absorbed over your cap, but they will require special skills, and often will require stealing from something, whether that be a natural source, or an opponent.
Note: Diminishing returns means that you'll get less of the stat per activity placed into the stat. You might reach a point where 2 activities are needed per stat point.
Servant Stats
Servants will have the same stat system, but with no limits. Most will easily break 30 strength, 400 Hp, 40 speed, and beyond. However, their stats will not increase throughout the season, and they cannot gain any new skills. Their legends are already over.
Important
I know you people, and I know some of you will try to fight servants. So here are the base stats for an average human:
3 strength/20 hp/ 3 speed/ 0 mana
Here is a maxed out, freak of nature, messed up human being with all downsides.
30 strength/ 150 hp / 20 speed / 100 mana.
This freak of nature human would have to sacrifice almost all skills to get these stats.
Here are the base stats of the absolute weakest Servant.
30 strength/ 200 hp / 30 speed / 0 mana.
A Servant will always have busted servant skills that make them far beyond their stats. Typically, the weaker their stats, the stronger their skills.
Notice how even when the servant has the weakest stats available, they still match or surpass the freak of nature human.
I tell you this for one thing. Humans are not meant to fight servants. There are a select few (2) cases where a human, equipped with fantastic magical artifacts, an entire life's worth of training, magic buffs, and a massive assortment of skills that could last for more than 10 seconds against Servants.
Note: You will not reach this point in this season with your master
And even they can only fight a losing battle against the weakest of servants. Here is an example of a below average servant fighting a human with max stats in everything but magic, and with incredibly impressive skills.
It's not pretty.
Masters are not meant to fight servants. There are cases where your skills may HAPPEN to counter the servant, but even then, the odds of winning are almost nil. It is not recommended to fight a Servant by yourself. That is what your Servant is for. When supported by a servant's buffs is another matter, but that can be asked about in pms. Typically, masters will take a supporting role using their skills to their Servants, as a Servant forced to face a Servant + Master combo is quite vulnerable.
Command Seals
You will have 3 command seals given to you at the start of the game. These have 3 specific uses. 1) Make your servant do something, even if it is against their will. 2) Teleport your servant to your currently location immediately. 3) Function as a temporary mana supply of +50 Mana to your servant. Using any of these will consume 1 command seal. There is no limit on the number of times you can use these individual functions.
You can also steal command seals from other masters, but this will require a specific skill for this purpose, a period of vulnerability and time alone with an opposing master.
Skills and Items
Skills
Skills will be classified as Passive, or Active. Active skills must be chosen to be activated as the name suggests. Passive skills are always on, as the name suggests. Active skills will be further divided into Physical and Magical skills. Magical skills will often cost mana, and be stronger than their Physical counterparts. Physical skills might have a cooldown, but will be available any time.
Items
Items can be anything from swords, to magic enhanced Jewels that will activate a spell upon shattering them, or just a random book you found on the side of the road. These will be quite vital in combat, as many of the magical items are quite powerful.
Win Condition
Your goal is to eliminate all other rivals from the Holy Grail War. There are typically two ways to accomplish this. The first is the kill the Servant of another Master. The Servant will fade, and the Master will retired to a safe zone, the church, under the protection of the overseer. The second is the kill the master. Killing the master will result in the servant being cut off from their supply of mana. Servants without independent action will fade immediately. Those with independent action will persist depending on their rank of the skill. Servants without a master, and Masters without a servant, are allowed to form a new contract.
You are all here for your own reasons to win the fabled Holy Grail. Every 50 or so years, a group of masters are brought forth to do battle for this object, and the winner will have one wish granted. To help, the Grail will summon forth a Servant for each master to control. These Servants are legendary heroes from times past, and will fight for you in this great war. This time, is a little different than normal, however. For some reason, there are a lot more Masters than normal. And there don't seem to be any limit on classes.
Prepare your weapons, skills, magic and wits. And enter the greatest battlefield known to the world.
Welcome to the Holy Grail Wars.
Servants
Servants are powerful heroes and figures of legend that are summoned by the Holy Grail to fight for you. There have been many already created by the Fate franchise, a full list of which can be found in these links. Beware Spoilers!!!
typemoon.fandom.com/wiki/Servant
fategrandorder.fandom.com/wiki/Servant_List
These will be summoned, and each will be an npc controlled by me. Interacting with your servant is paramount, as they make up a vital part of your fighting force. Each servant has their own quirks, personalities and issues that you will have to deal with. Treat them as a tool, a friend or however you wish.
Servants each have classes. These classes determine their specialty, and each have their own passives. The classes are as follows: Saber, Lancer, Archer, Rider, Assassin, Caster and Berserker. There are others, but these will be the baseline (you can request others in pms). The passives for each class are
Saber
Magic Resistance: Resist magic according to rank
Riding: Gain advantages, and able to handle most modes of transportation depending on rank
Lancer
Magic Resistance: Resist magic according to rank
Strong Noble Phantasms: Tends to have stronger noble phantasms than when compared to other classes
Archer
Magic Resistance: Resist magic according to rank
Independent Action: Able to operate without magic from Master for a limited period of time, also capable of ignoring direct orders from master, even under command seal, according to rank.
Rider
Riding: Gain advantages, and able to handle most modes of transportation depending on rank
Strong Noble Phantasms: Tends to have stronger noble phantasms than when compared to other classes
Caster
Item Construction: creating items
Territory Creation: Able to choose an area which will be placed under the Caster's control. This area will enhance skills and stats of the servant while in it.
Assassin
Presence Concealment: Unable to be detected, distance and strength depending on rank
Berserker
Madness Enhancement: Sacrifice intelligence, sanity, and often capability of communication for massive stat bonuses.
Mana Cost: Typically cost exorbitant amounts of mana.
While Classes may have similar passives, these are just those given to the classes. Each Servant is unique with their own passives that will massively affect combat, ultimately much more than the class passives will. So while judging from this tree, it might be better to just go Saber over Lancer any day of the week, there are many different passives, and other fighting styles to consider. For Instance: A lancer can throw his spear as well as be deadly in a close fight. A Saber must get in close ... typically. Exceptions exist, of course. Ultimately: These are just the base passives given to the classes. The Servant will be more of a factor than the class.
There must be at least one of each class at the beginning of the war.
Each Servant will also have Noble Phantasms. These are culminations of the Servant's legend, symbolizing their ideal, or their very legend. These are integral to their character, and upon seeing one, it will be quite easy to determine who a servant is. Remember, upon knowing a hero's identity, their weaknesses are blatant. Achilles is a harsh example. The more iconic the Noble Phantasm, the faster and easier it is to determine the identity of the wielder. Most Servants, upon seeing another Noble Phantasm once will be able to determine the identity of the wielder. Some servants can have more than one Noble Phantasm.
Combat
Combat will be turn based, and the Player will control their character (The master) and will work with and potentially command/control their Servant, provided the relationship between the two is good enough. Skills will have things that clarify how many can be used during 1 turn. Each turn can be viewed as about 5 seconds of real life time.
Stats
Master's (Player's) Stats
Every once in a while, the players will be given actions to invest in either skills or status points. This will be the way your character will grow through the season.
Strength
Your strength will determine how much damage you can deal with physical attacks. Along with this, physical activities are also determined. As a player, this will be capped at about 30, with diminishing gains upon reaching the 20's. For reference, 30 is about what is needed to start lifting a car.
Health
Your health will determine how much damage you can take. This will be capped at 150 for players, with diminishing returns after 100.
Speed
How fast you move. This determines both distance (1 speed is 1m) and turn order. Your speed will be capped at 20, with diminishing returns after 12.
Mana
Mana is a resource that can be used for skills. However, in the holy grail war, it will also be your resource to maintain your servant as well. Each Servant will have a cost to maintain, which will go up when the servant is in combat. This will work as a constant fueling cost. For instance, if I had 60 mana, and my servant costed 30 to maintain, 60-30. I would have 30 mana to use how I would while my servant was out of combat. During combat, if my servant costed 50 mana to maintain, I would then have to use 60-50 to maintain my servant's combat stats, and I would have 10 to work with. 9, if I did not want to hit 0. Should a master not be able to maintain the mana cost needed for combat, the servant will often hold themselves back, using less mana. This could mean lower stats, not being able to utilize certain skills, or other things. This will be dependent on the servant.
Magical skills will have a mana cost, cooldown, and when the mana will return. Noble Phantasms of servants will work in the same way.
Mana Maximums
Players will decide their starting mana, and the cap for Mana stat. From there, various advantages and disadvantages will be given.
10 cap is the dunce mage. In return for being horrible at mage-craft, the player will have extreme physical skills, stats, items, or other things to compensate.
30 cap is the average human. Typically, one will not start at the 30 cap, but in return have powerful physical skills and, eventually be able to acquire unique skills.
60 cap is the equivalent of being a top class mage. Having this much means you are from a strong family background of mages, equipped with extremely strong familial skills, and decent physical stats, or a top class mage from outside, befit with people wanting your talents for themselves. One can either start at 60 with a loss to other stats, or lower to gain others.
100 cap is the maximum. Those who wish to have a 100 cap will typically start at 100, but sacrifice all other stats quite heavily, along with other significant downsides. Having 100 Mana makes you a freak of nature, having to be experimented on for years, or similar events. Deciding to go with 100 Mana causes significant downsides in exchange for being able to use the strongest servants, magical skills, and magic. To clarify, a downside could be having a parasite implanted in you, which will give you over 100 mana for a time. But each time your mana is used, it will eat away at your max strength, hp, speed and, towards the end, mana. Another could be that you have 100 mana, but you have an inexplicable link to the holy grail which attracts every master to immediately target you.
Those masters with 50 and above maximum mana will become incapacitated upon reaching 0 mana, becoming unable to move. Should they reach -75% of their maximum mana, they will die. This is due to their very nature being imbued with magic, and losing it is debilitating. So, if I had 60 mana, and hit -45 mana, I would die.
Those masters below 50 mana cap will not be incapacitated, but not having mana will start causing debuffs of -10, -20, and so on. Upon reaching a certain point, they will also die (This will be determined by the mana available)
Servants are the only real way to get to negative Mana. Your body will prevent you from using skills and such to reach negative mana on your own.
There are ways to increase magic absorbed over your cap, but they will require special skills, and often will require stealing from something, whether that be a natural source, or an opponent.
Note: Diminishing returns means that you'll get less of the stat per activity placed into the stat. You might reach a point where 2 activities are needed per stat point.
Servant Stats
Servants will have the same stat system, but with no limits. Most will easily break 30 strength, 400 Hp, 40 speed, and beyond. However, their stats will not increase throughout the season, and they cannot gain any new skills. Their legends are already over.
Important
I know you people, and I know some of you will try to fight servants. So here are the base stats for an average human:
3 strength/20 hp/ 3 speed/ 0 mana
Here is a maxed out, freak of nature, messed up human being with all downsides.
30 strength/ 150 hp / 20 speed / 100 mana.
This freak of nature human would have to sacrifice almost all skills to get these stats.
Here are the base stats of the absolute weakest Servant.
30 strength/ 200 hp / 30 speed / 0 mana.
A Servant will always have busted servant skills that make them far beyond their stats. Typically, the weaker their stats, the stronger their skills.
Notice how even when the servant has the weakest stats available, they still match or surpass the freak of nature human.
I tell you this for one thing. Humans are not meant to fight servants. There are a select few (2) cases where a human, equipped with fantastic magical artifacts, an entire life's worth of training, magic buffs, and a massive assortment of skills that could last for more than 10 seconds against Servants.
Note: You will not reach this point in this season with your master
And even they can only fight a losing battle against the weakest of servants. Here is an example of a below average servant fighting a human with max stats in everything but magic, and with incredibly impressive skills.
It's not pretty.
Masters are not meant to fight servants. There are cases where your skills may HAPPEN to counter the servant, but even then, the odds of winning are almost nil. It is not recommended to fight a Servant by yourself. That is what your Servant is for. When supported by a servant's buffs is another matter, but that can be asked about in pms. Typically, masters will take a supporting role using their skills to their Servants, as a Servant forced to face a Servant + Master combo is quite vulnerable.
Command Seals
You will have 3 command seals given to you at the start of the game. These have 3 specific uses. 1) Make your servant do something, even if it is against their will. 2) Teleport your servant to your currently location immediately. 3) Function as a temporary mana supply of +50 Mana to your servant. Using any of these will consume 1 command seal. There is no limit on the number of times you can use these individual functions.
You can also steal command seals from other masters, but this will require a specific skill for this purpose, a period of vulnerability and time alone with an opposing master.
Skills and Items
Skills
Skills will be classified as Passive, or Active. Active skills must be chosen to be activated as the name suggests. Passive skills are always on, as the name suggests. Active skills will be further divided into Physical and Magical skills. Magical skills will often cost mana, and be stronger than their Physical counterparts. Physical skills might have a cooldown, but will be available any time.
Items
Items can be anything from swords, to magic enhanced Jewels that will activate a spell upon shattering them, or just a random book you found on the side of the road. These will be quite vital in combat, as many of the magical items are quite powerful.
Win Condition
Your goal is to eliminate all other rivals from the Holy Grail War. There are typically two ways to accomplish this. The first is the kill the Servant of another Master. The Servant will fade, and the Master will retired to a safe zone, the church, under the protection of the overseer. The second is the kill the master. Killing the master will result in the servant being cut off from their supply of mana. Servants without independent action will fade immediately. Those with independent action will persist depending on their rank of the skill. Servants without a master, and Masters without a servant, are allowed to form a new contract.