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Post by Mandark on Jun 22, 2019 6:11:20 GMT
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//About Servants
[attr="class","paracontentfull"]What exactly is a Servant? In short, a servant is a legendary figure from humanity's consciousness summoned by a master to do battle. You will see the terms Servant, Heroic Spirit, and Spirit used interchangeably.
Spirits are far more complex in terms of what is allowable. First and foremost, as was the case with Magi, no canon characters are allowed. That means no Artoria, no Gilgamesh, no Heracles, etc. Either way, the vast majority of spirits are summoned by Magi as Servants. This most common classification of Spirit is the one that most are familiar with. These Servants are typically Heroic Spirits; they are those that did good deeds in their life and left behind a story so grand that it was passed on as a legend. Though characters canon to Type Moon are prohibited, those canon to other stories, and completely original characters are acceptable, so long as they fit the bill for a Heroic Spirit.
However, there are also Anti-Heroes. These Spirits were often so infamous that they left behind a legend as well, but not because of their good deeds. Instead, these are typically those who left behind terror in their wake. Despite the terror and carnage often spread by the Anti-Heroes, there are those who looked up to them with reverence. Anti-Heroes, once enough time has passed, are often viewed in equal parts a Hero and a Villain. A good example would be John Wilkes Booth. Though the North viewed him as committing the highest possible crimes, many in the South worshiped him as a hero. As time passed, we see him more and more as not inherently evil, but simply someone on the other side of the conflict. More importantly, his name is legendary even 150 years later. Like all the Heroic Spirits before him, John Wilkes Booth has become enshrined in Legend, and that is what makes him a candidate for being summoned as an Anti-Hero.
While Servants tend to be far more powerful than Magi on average, they have one important limiting factor. Servants are incapable of naturally regenerating mana or existing on their own without a Master. There are exceptions to this rule through the Independent Action Skill and some types of Servants listed below.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Counter Guardians (AR)
[attr="class","paracontentfull"]Counter Guardians are a fairly unique classification of servants. They can be any of the classes, but there is much more to them than that. Their usual origin is that they were not remarkable themselves, but rather that they were a "normal" person that was empowered by the Counter Force, the embodiment of either the world (Gaia) or humanity's will to survive (Alaya). Whether empowered by Gaia or Alaya, the result is often the same. "Normal" (being in quotes as a magus can achieve this) people are empowered to achieve some end that the Counter Force deems necessary, and are afterwards summoned by the Counter Force as a Counter Guardian spirit. Counter Guardians are on par with Heroic Spirits in power, and can theoretically be summoned as a Servant, but they have two unique mechanics on this site when summoned by either Gaia or Alaya.
First, when summoned by Gaia or Alaya, these servants do not require a master. They are instead granted Rank A Independent Action at no cost. This mechanic is to indicate that their mana is replenished by the Counter Force, not by a master.
Secondly however is the catch. The catch is that Counter Guardians must bow to the will of the Counter Force. Gaia and Alaya's will is up to the overall site plot, and thus controlled by staff. All Counter Guardians MUST answer the call of the Counter Force, and thus can be forced to join a given thread by staff when the presence of a Counter Guardian is required. Staff will respect that sometimes there are OOC reasons why a given Counter Guardian might not be available (such as being extremely busy IRL, overloaded on current threads, or other reasonable explanations) and staff must try to distribute the use of Counter Guardians fairly among all eligible characters. That said, failure to answer the Counter Force's summons follows a three strikes and you're out policy, with a maximum of one strike per month being earned, and one strike falling off your record in each month that you do not fail to answer the call of the Counter Force. In the event that a player will be unable to meet this requirement for an extended period of time, they may confer with staff for exceptions due to circumstances beyond their control as detailed before, or may offer to let their character be used as an NPC. If a Counter Guardian gets to three strikes they will be stripped of their Counter Guardian status and forced to become a normal Servant.
Yes, this is intended to be strict, but it is also supposed to be a very central aspect of these characters. It is strict to discourage this as being an obvious minmax choice, and should not be taken unless you are comfortable roleplaying into these circumstances.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Demi-Servants & Psuedo-Servants (AR)
[attr="class","paracontentfull"]Demi-Servants are a unique classification of heroic spirit that is created when a heroic spirit possesses a living human. The most well known canon Demi-Servant is Mash. Psuedo-Servants are a similar end result with a heroic spirit residing within a living human, but there are some differences as well. Canon Psuedo-Servants are more common and include Ishtar and Muramasa. The human that makes up a Demi-Servants tend to be fully in control of the powers of the heroic spirit, while Psuedo-Servants tend to either be a mix of the two or can even act like Jekyll and Hyde.
Mechanically speaking, Demi-Servants and Psuedo-Servants may opt for an "improper" summoning. This lack of a proper binding between the human and servant results in both a limited access to the power of the servant but also the benefit of not having The World trying to erase their existence. This means a master is no longer needed.
In strictly mechanical terms this means that Demi-Servants and Psuedo-Servants are treated as if they have Rank A Independent Action, but can only use their Servant level of stats and skills for a number of posts equal to their number of stat ranks divided by five (Ex: at 35 stat ranks you can access Servant powers for 7 posts and at 65 stat ranks you can use your full power for 13 posts). Without access to Servant powers you get only twenty stat ranks, ten core skill points, and cannot use grail skills. Spells and techniques are retained if you still have their requirements. Switching forms does not heal wounds or replenish mana. If returning to a non-servant form would put you at negative mana or cause you to succumb to your wounds... them's the breaks for improperly summoned Demi-Servants and Psuedo-Servants.
You may be a Demi-Servant or Psuedo-Servant without using these mechanics if you want. It is simply designed as another option for people who want to play without a Master.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Shadow Servants (AR)
[attr="class","paracontentfull"]One of the only options not accessible to players is Shadow Servants. These are the degraded, incomplete, or fake servants summoned by the black mud of the Grail. They have no real personality, often have no access to their Noble Phantasm, and most are even unaware of their True Name. These are the Servants that are summoned by the Grail to defend it. Mechanically speaking, Shadow Servants are designed to be used as NPCs only. They will always have stats, skills, and a class, but any other section on the template is optional.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Chaldea
[attr="class","paracontentfull"]Chaldea has several tricks up their sleeves that allow for servants to be summoned without requiring a master, although these servants are incapable of regenerating mana naturally. This leaves them at a disadvantage compared to those with masters. Chaldean servants have been known to form temporary master/servant partnerships as a given mission requires. More about these mechanics can be found on the Chaldean Lore thread.
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Post by Mandark on Jun 22, 2019 6:16:37 GMT
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Noble Phantasms
Noble Phantasms ( 宝具ノウブル・ファンタズム , HōguNouburu Fantazumu ?, Precious Tools) are "crystallized mysteries", powerful armaments made using the imagination of humans as their core, and weapons or abilities owned by Heroic Spirits. They are the embodiment of the ultimate mysteries of a hero that symbolizes one's existence through historical facts and anecdotes. They can be physical weapons, such as swords, lances, and bows, or support items, such as rings and crowns.[1] They can also be abstract concepts, like unique abilities, unique means of attacks, curses, and changes to the environment and its physical properties. When summoned as Servants in the Holy Grail War, they are the trump cards of the heroes that allow them to overcome others in battle.
[attr="class","paracontentfull"]Now that you have a good appreciation of the lore behind Noble Phantasms, what does it actually mean on this site? A Noble Phantasm is, in most cases, something that surpasses even magecraft in terms of power. Noble Phantasms are the ultimate power on a battlefield, and only the most powerful magecraft can even hope to match blows against an offensive-type Noble Phantasm. These are the trump cards of heroic spirits that put them in a league of their own. All servants start with one Noble Phantasm but can take the skill "Second Noble Phantasm" to obtain a second one.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Noble Phantasm Types
[attr="class","paracontentfull"]Noble Phantasms fall into three different categories: Activation Type, Continuously-Active Type, and Hybrid Type.
Activation Type Noble Phantasms make up most of the weapon type ones out there. These are weapons, or other items and abilities, that have a spell-like effect. Mana is pumped in, and an ability comes out. Canon examples include Excalibur (launching energy blasts), Gate of Babylon (summoning items from the treasury), and Gae Bolg (both guaranteed hits and giant explosions). Without both mana, and the name of either the Noble Phantasm itself or a property name, they function as merely normal weapons. However it should be noted that weapon-type Noble Phantasms use their wielder's Noble Phantasm Stat to determine their durability and attack potency.
Continuously-Active type Noble Phantasms are far more nebulous. Sometimes one may not even realize that these Noble Phantasms are around until their effects have already won a battle. For these effects, their duration is infinite, and they are active at all times, or only while conscious, or can be toggled on and off at will. The exact nature varies based on the individual Noble Phantasm in question, but they all share a more passive nature for their abilities, rather than an in-your-face nature like the Activation Type Noble Phantasms. A good example of this type is Heracles's God Hand, which passively gives him extra lives. This type of Noble Phantasm penalizes the user by having their maximum mana reduced by the mana cost of its properties.
Hybrid Type Noble Phantasms are simple to explain as they have a mix of Activation Type properties and Continuously-Active Type properties, with costs as appropriate.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Overall Abilities
[attr="class","paracontentfull"]A Noble Phantasm's Overall Ability can do something, or it can do nothing. What it must do is explain the theme of the powers that Noble Phantasm holds, as well as the gist of how they work. In some cases, with a simple Noble Phantasm, this does not require the overall ability to actually do anything. For example, a Noble Phantasm based on the theme of "cutting" would just explain that it is a weapon whose sole purpose in existence is to cut things, regardless of what they are. In that example case, everything that the Noble Phantasm can do would relate to cutting in some fashion, and it would obviously be some sort of bladed weapon.
It is highly recommended that you look over some approved characters to get a good feel for what might go in this section. Minor abilities that aren't part of a property can be found in this section.
[attr="class","subheaderbgfull"] [attr="class","subheader"]//Properties
[attr="class","paracontentfull"]Spells cast by a Magus and Techniques used by Servants are nothing before most Noble Phantasm Properties. These are the things that a given Noble Phantasm actually does. A Property could resemble a spell, technique, or be a passive change. One that resembles a spell would be Gilles de Rais ability to spawn demonic apparitions, which could also be achieved by high-rank summoning magic. Although not a proper Noble Phantasm, Tsubame Gaeshi, the simultaneous strike of Sasaki Kojirou, is an excellent example of a technique-style Noble Phantasm Property. Passive changes are typically found on the Continuously-Active Type Noble Phantasms, including things like Hassan of the Hundred Faces ability to exist as 80 different bodies at once.
Because of the unique nature of Noble Phantasms, they are balanced as a whole, rather than as set of individual parts. A given Noble Phantasm may sacrifice having many properties for having a single overwhelming property. Additionally, these properties all get far more leeway than Magecraft or Techniques do, and tend to be stronger than comparable abilities of other categories.
By default, a Noble Phantasm gets points to spend on its properties, which are ranked in the same way that spells are. Rank E properties take 1 point, whereas Rank A takes 5 points. Rank EX properties take 10 points. Points and maximum power of a property are determined by the Noble Phantasm stat. This can be split into multiple Noble Phantasms by taking the skill "Second Noble Phantasm" and more points can be obtained by taking the skill "Legendary Noble Phantasm."
Those who wish to build a Noble Phantasm with a single overwhelming property can do so as well, but this is a designed exception to the rules above. The system is designed to accommodate more diverse Noble Phantasms than are displayed in canon, but if you want something that just does one thing really well then you can do that. Noble Phantasms with a single property may pay three times as many points per rank for a property above their Noble Phantasm Stat Rank, but cannot hit Rank EX in this way. For example, if you have Rank C in the Noble Phantasm stat you normally get 9 points. You would spend one point each for ranks E, D, and C since those are not above Rank C. Ranks B and A would cost three points each, bringing your total to nine points. While we don't recommend the method above in a lot of cases, it can make sense on some characters, especially if you're building NPCs that you don't want to design a complicated powerset for.
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Post by Mandark on Jul 1, 2019 22:56:50 GMT
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Servant Classes
[attr="class","paracontentfull"]The following is a list of Servant Classes that are currently available. Additional classes may be added, and you may suggest a new servant class in the suggestions board. For all characters, class skills from other classes cost twice as many skill points as normal. All servants must have a Noble Phantasm that aligns with their class.
Class Skills come with a few options in most cases. Most classes will have a number of skill points to spend across their class skills. If you really want to, you can spend these skills on things that aren't class skills, but you will have to spend two class skill points to get the value of one normal skill point. This is to help ensure that class identities are retained, but you aren't FORCED to have your class skills.
All servants, regardless of class, are granted Rank C in Knowledge - Heroic Lore from the Throne of Heroes.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Saber
[attr="class","paracontentfull"]Description: These servants are some of the most well balanced. Noble Phantasms often tend to be about raw power and giant explosions. As a wielder of a sword they tend to have fairly neutral matchups against most classes, but fair exceptionally well against Casters and Magi. Class Skills: 10 ranks across Weapons - Swords, Magical Resistance, Riding, and Guardian Knight. Other Benefits: None. Drawbacks: Must have at least one Noble Phantasm in the shape of a sword.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Berserker
[attr="class","paracontentfull"]Description: This class plays out a little differently than in canon, simply because an ALWAYS enraged character is virtually impossible to write dialogue for. If you really want, you can have Mad Enhancement on all the time, but by default a Berserker starts threads with it off, can activate it at will, but must follow the drawbacks of Mad Enhancement to turn it off. These characters are unremarkable with Mad Enhancement off, but when it is active, their raw power is second to none. Good matchups against anyone who cannot overcome a difference in raw stats through creative combat writing. Bad matchups against anyone who can turtle effectively. Class Skills: Upon character creation, select a rank of Mad Enhancement for free. While Mad Enhancement is active, you will gain the same number of ranks in two skills from this list that you choose: Battle Continuation, Pain Tolerance, Weapon (any melee of choice), Martial Art (any), or Wound Reduction. Other Benefits: None Drawbacks: ALL mana usage is increased by 50% (something that normally costs 100 mana costs 150) to fuel their raw power. Cannot form complicated plans with higher ranks of Mad Enhancement and can be very reliant on a skilled master.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Archer
[attr="class","paracontentfull"]Description: This class tends to fight from a long distance and often suffers in melee combat. If it can end a fight before the opponent gets close then they have an easy win, but otherwise combat may get tough. Class Skills: 10 ranks to spend across: Weapon (any ranged of choice), Independent Action, Magical Resistance, or Enhanced Senses. Other Benefits: None Drawbacks: Tends to be weak in melee.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Lancer
[attr="class","paracontentfull"]Description: Lancers are another melee class, but they tend to be more about finesse than raw power. The range of their weapon often gives them an edge in close melee combat. Average matchups against all classes. Class Skills: 10 to spend across: Weapon (Lances), Magical Resistance, Critical Hit, or Battle Continuation. Other Benefits: None. Drawbacks: Must have at least one Noble Phantasm in the shape of a lance.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Assassin
[attr="class","paracontentfull"]Description: Masters of the Shadows, Assassins tend to stick to a one strike, one kill philosophy. They leave no witnesses, or at least not any who have seen their face. These servants are one part Batman, one part Ninja, and one part urban legend. They have great matchups against anyone with poor awareness or low agility, but awful matchups against anyone that can take a lot of punishment since much of their advantage fades after the first strike of a battle. Class Skills: 10 skill points across these skills: Presence Concealment, Unpredictable Attack, Critical Hit, and Information Erasure. Other Benefits: None Drawbacks: Noble Phantasm cannot be big and flashy. It must be suited to assassination. This can make landing a killing blow tricky if a first strike is missed.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Rider
[attr="class","paracontentfull"]Description: Riders are fairly unique compared to others in that Riders have no defined combat style. Rather, what defines a Rider is that they have a Noble Phantasm in the form of a summon. Whether it be a unicorn or a robot, as long as it is something they can “ride” then it fits the bill. Their matchups depend heavily on how they are built, as a Rider can be designed to be good against almost any class, but tend to be more reliant on their Noble Phantasm than other classes. Class Skills: 10 skill points across the following: Weapon (any, up to Rank C), Martial Art (any, up to rank C), Riding, Second Noble Phantasm, and Legendary Noble Phantasm. Other Benefits: Can have a servant level summon which is indicated their summons being able to have skill points in addition to stat ranks without penalty. Their Noble Phantasm, instead of following the normal system, is a summon of some sort that receives as many stat ranks as they can control between their Riding skill and their Noble Phantasm stat. The limits for stat ranks are specified under the riding skill on the skills thread. The Noble Phantasm Rank is the cap for the highest skill rank their summons can have in a given skill.
For example, if they have Riding A and Noble Phantasm B they can summon a creature with 55 stat ranks with properties up to rank B. Noble Phantasm summons MUST spend stat ranks to reach the same Noble Phantasm level as their own rank. All other ranks can be spent as desired. They receive a number of skill ranks equal to their summoner's core skill rank. Additionally, the Rider may allocate spell or technique slots from their pool to their summon. Drawbacks: First Noble Phantasm MUST be a summon.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Caster
[attr="class","paracontentfull"]Description: Casters are the pinnacle of Magecraft. They excel at casting spells, and do so better than any normal magus could hope to, but are not as physically powerful as other servants without the aid of their magecraft. Class Skills: 10 across the following skills: Magecraft, Item Creation, Territory Creation, High Agility Divine Words and High Quality Magic Circuits. Other Benefits: None Drawbacks: Base Strength and Agility (before enhancements) cannot exceed Rank B+ by any means.
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Ruler
[attr="class","paracontentfull"]Description: Rulers are those who oversee the Grail War. They wield ultimate authority and keep the Grail War running. This class is the in-character version of moderator power, and is used to try to give threads a chance to continue IC without a need for retcons or rewrites. Class Skills: Multi-Class EX for the purposes of transforming into Ruler. Other Benefits: Rules are granted Grand Command Spells that can be used on anyone. These Grand Command Spells are the In-Character power of the staff that are used for resolution of disputes and rule violations. These Command Spells have no limits and can perform any Miracle that is required to restore a thread to its proper state. Examples include anything from ordering a character without ranks in Bravery to feel fear to instantly killing a character who is godmodding through fatal attacks. Drawbacks: Only attainable by mods. Cannot be used for anything but mod work. Can never be used when not acting as a moderator. Attempting to use the Ruler class for anything but mod work will result in IMMEDIATE removal of mod status. The use of Ruler powers is heavily scrutinized and should not be used lightly. Use of Ruler powers without a dispute having been filed by a member is a big no-no.
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