I've been working on this in my free time and have recently posted it on CR's website, so I figured I would post here as well. The general idea is to turn Servant battles into a full fledged battle game that is easy to pick up and play. the rules I have so far are here, if you have any ideas, suggestions, or complaints that X feature is OP post below.
- Spoiler:
General Rules:
General Rules:
1) Any character from any media (ie, anime, games, movies, books etc) will be allowed for a game unless the current GM says otherwise. No full-blood gods, half-bloods only.
2) A pre-existing Type-Moon servant can be made but must meet the following conditions: must be a different class, have clearly different Noble Phantasms, not named Hercules.
3) No EX skills, Stats or Noble Phantasm.
4) No Anti-World noble Phantasm.
5) No Marble Phantasm. Reality Marbles will be judged by the GM and assigned a rank and cost based on the description of it’s effects given.
6) Only the main classes are allowed. No Avenger, Saver, or Ruler.
7) A single player can only submit the same servant for approval two times per game. One initial time, and again if it is rejected by the GM.
8) No wide beam Noble Phantasms. Beams that only take one space are ok.
Your turn during a battle:
During your turn you are able to move and have the choice of attacking, chanting for a spell or chanting/charging for a Reality Marble.
Movement:
Basic movement: 1 space per rank in Agility (max 5 spaces)
Prana Burst movement: 1 space per rank in Agility + 1 space per rank in prana burst. -10 per use
Rolls:
All rolls for combat use a d20 dice.
Natural 20 ignores opponents roll. Attacking natural 20 deals double damage
Natural 1 is automatic failure and ignores your roll.
If both players roll a 20 or 1 both players re-roll.
Attacking:
Basic attack: deals 5 X Strength rank
Prana Burst attack: +5 damage per Prana burst rank. -15 prana per attack
Noble phantasm: See Noble Phantasm section
Defending:
Block: D20 + Endurance & Luck modifiers; If roll is greater than opponents damage negated, if opponent beats your roll but only by 5 halve damage.
Parry: Deflecting the attack and trying to attack back, d20 + Strength and Luck modifiers if beat opponents roll negate damage and deal half of your damage total to opponent.
Dodge: Move out of the way of an opponents attack by moving one space to the side or backwards. Done by d20 + Agility and Luck modifiers.
Prana burst Block, Parry, Dodge: adds +1 modifier to roll per rank in Prana Burst. -20 prana per use
Chanting/Charging:
In order to chant or charge an spell or Reality marble you are unable to attack or parry only able to move and dodge. Getting hit by an attack breaks your concentration and cancels the chanting/charging.
Command Spells:
At the start of every servant battles all masters have three command spells. They can be used in any way you see fit weather to activate a skill, power an attack (make that attack deal double damage or automatically hit), force a dodge, or increase movement. To use a Command Spell the player must declare so before attacking, defending, or moving not after. Only one command spell can be used per turn.
Misc Actions:
Characters are able to talk up to three sentences per turn.
Servant creation:
All characters will have the following points to create a character:
Servant Descriptions and required skills:
Saber: Short range class known for using a bladed weapon. No skill requirements
Archer: long-range class that is known for using projectile weapons. Independent Action needed.
Lancer: Mid range class known for using spear like weapons. No skill requirements
Rider: Jack of all trades class that is known for using a mount. Riding required.
Caster: Spell caster class know for using destructive spells. High-Speed Divine Words required.
Assassin: Short range class know for sneak attacks. Presence Concealment required.
Berserker: A class that trades sanity for power or flying into fits of rage. Mad Enchantment or Berserker Rage required (pick one only)
Stats: 20 points
All stats start at E and can go up to A. A+ in any stat is only possible through skills.
Costs:
E: 1 D:2 C: 4 B: 6 A:8; + cost .5 points. Adding a + to a stat adds half of the next ranks total increase, except Agility and Luck.
Stats are as follows:
Strength: Determines your attack strength/damage. Increases by 5 per point.
Endurance: Determines your health. Increases by 50 per point.
Agility: Determines your movement speed. Increases by 1 space per rank.
Magical Energy: Determines your prana level. Increases by 100 per level.
Luck: gives additional modifiers to all rolls. See modifier list bellow.
Standard modifiers to rolls are as follow:
E: +0
D: +1
C: +2
B: +3
A: +4
Luck modifiers are as follows:
E: d2-1
D: d3-1
C: d4-1
B: d5-1
A: d6-1
Skills: 15 points
Skills can go from E to A (1-5). + cost .5 points. All servants can have no more than four
For skills refer to the type-moon wiki. For custom skills the GM will decide a rank based a on description that you submit. All classes that have mandatory skills (Rider’s riding for example) are given them at rank E for free.
Skills locked to one class:
Berserker Rage: Berserker
Independent action: Archer
Mad Enhancement: Berserker
Presence Concealment: Assassin
Territory Creation: Caster
High-Speed Divine Words: Caster
Skills that are limited on other classes:
Magic Resistance: all except Saber, Lancer, and Archer. (Rank D)
Riding: All except Rider; Unavailable to berserker with over D rank Mad Enchantment (Rank B)
Expanded Effects:
Mad Enchantment:
Depending on the rank taken the following effect is applied. Whole Stats can be broken up into + and raises stat limit to A+
E: Random Stat up: .5
D: Player Choice Stat up: .5
C: Player Choice Stat up: 1
B: Player Choice Stat up: 1.5
A: Player Choice Stat up: 2
Berserk Rage:
The user flies into a fit of rage trading sanity for power. Depending on rank the servant is able to enter this sooner and gains points to be distributed among the servants stats besides magical energy. Raises stat limit to A+. Using a command spell allows you to bypass the required health loss.
E: 85% health lost +1 point gained
D: 70% health lost +1.5 point gained
C: 65% health lost +2 points gained
B: 55% health lost +2.5 points gained
A: 45% health lost + 3 points gained
Magic Resistance:
Depending on rank following effect is applied
E: Spell damage is reduced by 10%
D: Spell damage is reduced by 20%
C: Spell damage is reduced by 30%
B: Spell damage is reduced by 40%
A: Spell damage is reduced by 50%
Presence Concealment
Determines whether a sneak attack works on an enemy servant at battle start.
Sneak attacks are determined by rolling two D20 one representing assassins Luck skill the other representing the targets Agility skill. Modifiers are added to the result and the higher result wins. rolling a 20 is an automatic pass for the one who rolled it regardless of the result of the other roll while a 1 is an automatic failure. If both players roll a 20 or 1 they will both re-roll. On a successful roll for assassin one the following effects will be applied based on the rank of presence concealment:
E: -.5 random stat for enemy servant
D: -.5 player choice stat for enemy servant
C: -1 player choice stat for enemy servant
B: -1 player choice stat for enemy servant, +.5 player choice stat for assassin
A: -1 player choice stat for enemy servant, +1 player stat choice for assassin
Territory Creation
When submitting a character sheet for Caster, the creator chooses one of the maps available. Whenever caster fights on that map one of the following effects activates depending on this skills rank:
E: + .5 Magical energy for Caster
D: +1 magical Energy for Caster
C: +1 magical Energy for Caster, -.5 Random stat for enemy servant
B: +1 magical Energy for Caster, -1 Random stat for enemy servant
A: 2 points to be distributed between Caster and enemy servant ( All to caster, minuses to a player choice stat to enemy servant, etc)
Battle Continuation
Ability to keep fighting after serious injury reduces hit points to 0. This only works once per battle, meaning that if a character is healed above 0 they will die if brought back down.
E: Can continue fighting until -10% of Max HP
D: Can continue fighting until -25% of Max HP
C: Can continue fighting until -50% of max HP
B: Can continue fighting until -75% of Max HP
A: Can continue fighting until -100% of Max HP
Charisma
Reduces enemy stats. Reductions can be broken up in increments of .5
E: -.5 random stat for enemy servant.
D: -1 random stat for enemy servant.
C: -1 player choice stat for enemy servant.
B: -1.5 player choice stat for enemy servant.
A: -2 player choice stat for enemy servant.
Disengage
Proficiency in swiftly transitioning in and out of battle. Can not go over Rank A unless stated otherwise.
E: +.5 increase in Agility
D: +1 increase in Agility
C: +1 increase in Agility, +.5 increase in Endurance
B +1.5 increase in Agility, +.5 increase in Endurance
A: +2 increase in Agility, +1 increase in Endurance. Able to increase these two stats to A+
Rebellious Spirit
Cancels out enemy Pimp of the same rank or lower.
E: Cancels E rank Charisma
D: Cancels D rank Charisma
C: Cancels C rank Charisma
B: Cancels B rank Charisma
A: Cancels A rank Charisma
High-Speed Divine Words:
For every point spent in this skill you get 5 points to spend creating spells. Spells are graded like
skills and Noble Phantasms (1-5 scale).
Noble Phantasms:
25 points
Ranks: E to A (1-5)
Types:
support:(.5) Self use Noble Phantasm that is either a temporary boost to stats or a defensive Noble Phantasm.
Anti-Unit (1) A attack Noble Phantasm that functions like a melee or ranged attack.
Anti-Army (2) A Attack Noble Phantasm that functions like a AOE spell
Anti-Fortress(3) A attack Noble Phantasm that functions as a Large AOE spell or a beam.
Reality Marble (4) A spell that changes the surrounding area to a map of the users design while granting the caster a buff or other advantage.
Calculating Noble Phantasm damage:
Support: To be discussed with GM
Anti-Unit: Magical Energy *4
Anti-Army: Magical Energy *6
Anti-Fortress: Magical Energy *8
Calculating Cost:
Support: To be discussed with GM
Anti-Unit: Total damage /2
Army: Total damage /3
Fortress: Total Damage /4
Last edited by kaede on Tue Feb 12, 2013 6:12 pm; edited 1 time in total