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Messages - BlackThief12

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1
Role Playing / Re: Fate/Grand War (OOC)/Characters Creation
« on: February 12, 2018, 04:41:54 AM »
Spoiler for Master Stats:
Level: Maximum level allow is 20.
HP: Health Point.  It's start at 100 if level 1.
MP: Mana Point, the minimum MP depend on the quality and quantity of the Magic Circuit.

Strength: The amount of physical damage you can inflict on the enemies.
Defense: Reduce the amount of physical damage you'll receive from the enemies.
Agility: Determine who goes first and if the fighter can evade.
Magic: The amount of magical damage you'll can inflict on the enemies.  It can also reduce the amount of magical damage you'll receive from the enemies as well.
Luck: Determine the chance of critical damage being inflicted​ and lower the chance of getting status ailments.

Skills: List of Ability and Spells your characters possess; use MP.
Master Skills: List of spells that boost the character's Servant; also use MP.
Spoiler for Servant stats:
Level: The minimum level is 35.
HP: Health Point; the starting HP at 35 is 2,500.
MP: Mana Point; the starting MP is 850.

Strength:
Defense:
Agility:
Magic:
Luck:

Skills:
Noble Phantasm: A unique ability that's cannot be the same to other Servants.

Okay, now you can post.

2
Role Playing / Fate/Grand War (OOC)/Characters Creation
« on: February 11, 2018, 02:12:52 AM »
This RP will be taking place in Fuyuki in 2004, where the Fifth Holy Grail War begin.  The difference, however, is that it won't be a 7 Servants and Masters; rather, it will have five to seven time the amount of Servants​ than normal, with factions just for the heck of it.

You have two objective: survive through the Holy Grail War, win the war and/or find the truth of what's really going on with the Grail.

Easier said than done since you're had to worry about a bunch of Servants and Masters that can kill your ass.  You are allowed to play as canon characters that are from Nasuverse.

So without further, here's​ the characters sheets:

Spoiler for Master:
Name: Obviously.
Age: Do I even need to say?
Gender: Male or Female
Race: Human, Dead Apostle, Homunculus.
Alignment: Lawful, Chaotic or Neutral and Good, Evil or Neutral.

Appearance: Description or Picture.
Personality: The character's behavior.

History: Basically a character's past; you can make it short if it's not important.

Elemental: Fire, Wind, Water, Earth, Void, or custom.
Origin: If you don't want your characters to be able to use their origin, type "Unawaken".
Magic Circuits: How many Circuits do your characters have.
Od: How many prana can it hold in each circuit?
Specialization: Stuff like Magecraft, Alchemy, Runecraft,
etc.
Spoiler for Servants:
True Name:
Class: Saber, Archer, Lancer, Rider, Caster, Assassin, Berserker.
Alignment:
Gender:

Appearance:
Personality:
History:

Strength:
Endurance:
Agility:
Mana:
Luck:

Class Skills: Exclusive to classes.

Personal Skills: Abilities they attain in life.

Noble Phantasm:
Fancy Title:
Type:
Rank:
Description:

Now then, on for the next post.

3
Hey everyone, I'm gonna restart the Grand Adventure again.  The rules and characters template remains the same, but I also decided to accept co-mods so that I can handle it more easily.

Of course, you can just used your previous character by just stating that you're reusing it.  I also plan on creating a combat rules, which I wish to discuss anyone who decided to be a co-mod for this.

Now that's everything, I'm gonna find a way to make my own server... Or a chanel once I find a way to join back on the DSM.

4
Name: Azure Northern Wind, Dragon Spirit of the Sun

Race: Human (Chosen of the Unconquered Sun)

Age: 24 (Looked like 18)

Height: 6"8

Weight: 198lbs

Appearance: Azure have brown hair and blue eyes, he wear a black shirt underneath of his longcoat made of moonsilvers, a black pant with a pair of leather boots, and pair of leather gauntlets.  If he use his power continuously, Azure's forehead will glow a golden ring with a gold disk within it.

Physical Attributes

Strength: Incredible​
Agility: Incredible
Constitution: Incredible(Fantastic due to High Resistance)

Other Abilities
Chosen of the Sun: Azure had been blessed by the Unconquered Sun, granted him the ability to surpass human's limits; his lifespan increased​ to thousands of years, capable of surpassing gods, kick people's​ ass in an awesome way, to even achieve things that would've​ been impossible; his abilities are either granted or enhance upon being Exalted.

The Oath of the Sun: As the Chosen of Eclipse, Azure - if he witness an oath being made - can chanel his essence to sanctify an oath to strengthen the bond; Azure must shake hands to the one making an oath, or touch the hands of those who were party to it.  Breaking an oath will bring a terrible luck to the oathbreaker, and can happen in a worse possible moment.

Talented Generalist: Another Anima Power from the Eclipse Caste, Azure is capable of learning other abilities of other type of Exalt - if being taught by the right teacher.  However, it will take far longer than usual to learn.

Master Swordsman: Azure mastered the arts of using his longsword, to the point that he's currently training the use of Even Blade style(a Terrestrial Martial Arts style that use sword as a form weapon).  More info about such style can be read in below.

Expert Martial Artist: Azure - while not a master - has learned many forms of martial arts style; he had learned the Black Claw - a Celestial Martial Arts that use misdirection, perception and love as a weapon - First Pulse - a Terrestrial Martial Arts focusing on Street Fight - and the Falling Blossom style - another Terrestrial Martial Arts usually practice by the Cult of the Illuminated.  More info about them can be read on below.

Even Blade Style: A famous Terrestrial Martial Arts in Creation; made by three different Masters(Master Azure Crane, Master Chaowin Registrophe, and Master Zu Ra Te), it is popular for both it's quickness and origin.  It uses slashing sword as a form weapon, the students must be a competent Swordsman before being taught.  It's techniques​ boils down to quickly attack an enemy and always staying calm, while focusing on the surrounding as he becomes agile.

Black Claw style: A Celestial Martial Arts that use misdirection, perception and love as a weapon.  Learning the Black Claw style will always cause a students to fall in love with their teacher, due to the nature of the Martial Art required to be exposed by the innermost heart of their teacher, becoming inseparable; the Black Claw style can be use to fool people(example: a Black Claw user attack an opponent first and said opponent return the favor, but people are convinced that it was the other way around).

First Pulse Style: A Terrestrial Martial Art that is less sophisticated enough to not be above street fighting.  It can use any improvise weapons as a form weapons​, as well as cestus and boots.  Most of the technique revolve around beating people up while either drawing attention to bystander or defend from any unexpected attack.

Falling Blossom style: A Martial Art style normally practice by the members of "Cult of the Illuminated", teaching practitioner to value Creation and the Solar - known only as the Golden Ones - in contemplation; it's form weapons is knives and swords.  Azure, being a former member of such cult, practice this style prior to leaving the cult and becoming a Solar.  All of his technique relied on Azure's ability to evade an enemies or taking a hit for those he's defending.

Merchant Traveler: Even before he was an Exalt, Azure was well on his way to become a traveling merchant.  Becoming a Solar allowed Azure to be even better at merchandise, being able to know the quality and the prices more easily.  Azure is capable of convincing other of his store while making every merchandise have as low cost as possible, he is also capable of carrying heavier bag than normal.

Exalted Healing: As long as his wounds isn't grievous, and his limb didn't severed, Azure can regenerate from any injury he had been inflicted.

Language Master: As an Eclipse Solar, it is obvious that Azure can learn many different languages from other lands and cities.  He has learn the tongue of the Low Realms, the language of the Forest-tongue, and even the High Realms, while still holding his native tongue of Riverspeak.  Surprisingly, while he only learned High Realms after his Exaltation, Azure learned the rest from the time before he became a Solar; this is because Azure is a traveling merchant, he had to learn other languages to prepare for a stay in a different land.  He did pick them up in his travel.

High Resistance: Azure can take more punishment than any human as the chosen of the sun.  While it's grant Azure even more durable and allow him to cross hazardous environment - such as disease, low radiation areas, and even poisonous gas - it's goes beyond it.  Sleep is unnecessary for few days, falling from buildings without a scratch, bullets ricocheted from his skins, many weapons will break upon impact, and even environmental​ threats - save for some in his weakness - could only shrugged him off.

Equipment:
Dragon Blade: A longsword Azure favored, the handle are gold with leather to make the wielder comfortable, while the blade is pure silver with words carved into the blade written in Old Realms, a language Azure doesn't understand it.  While Azure can boost it's power through his essence, the blade can change form if wielded by a Lunar(As the silver blade are made of Moonsilver - which is considered sacred by the Lunar).

Coat of the Moon: His silver longcoat was found in the ruin Azure entered after being Exalt; there's lines that can glow depending on the phases of the moon or the sun.  Unlike the Dragon Blade, it does not change form; rather it's abilities and resistance varies depending on the phase of the moon(Example: The coat give him more strength and speed during the full moon; while Waxing Moon, Half Moon, and Waning Moon phase cause Azure to be more convincing).

Merchant Bag: Bags containing many different items use for selling to customers.  It's contains some small weapons, lighter armors, fresh foods, supplies, and anything you need.

Origin: Before he became Dragon Spirit of the Sun, he was a young man by the name of Azure Northern Wind, a native of Scavenger Lands.  Being given birth by a mother from the northern land and a father from the East, only Azure's father raised him before a tragedy killed his father; Azure was later become a traveling merchant to find his mother.

Of course, Azure was already aware of the danger Creation brought forth, so he began to trained himself with Martial Arts, not disciplined but have passion for it.  He once learned the Falling Blossom style from his time spent with the Cult of the Illuminated, which he is unaware that the cultists consist  with Anathemas - Demons wearing the skins of a human - Terrestrial and even the Sidereals.

The day he became Dragon Spirit of the Sun, he left the Illuminated Light after finding out the truth of it.  He left not because it has Anathema and Sidereals, but because of how the Sidereals manipulated​ everyone and controlled them for their own reasons - which violate people's​ trust mind you.

After he became a Solar, he traveled throughout​ Creation, selling and buying wares for Azure to continue his business; he once met a woman who would eventually taught Azure the Black Claw style; as for how Azure has gotten into the Nexus, maybe he had gotten lost and decided to take a nap, or maybe he traveled through the desert of Cecelyne.

Weakness:
Breathing: Despite having the power to do awesome stuff, Azure still need to breathe.  As such, he can still drown, fall victim to gasses that can affect his breathing.

Honesty: Azure cannot lied no matter what; he may only omitted the truth, but he cannot make any lies - including half lies.

Disease and Poison: He is not completely​ immune to such thing.  While none can kill him anymore, he can still be weakened by a rare few of poison or diseases.

Virtual Flaws: Inescapable Guilt: A great curse inflicted by the dead Primordial of the old, manifest in a form seeing vision of people whom he wronged on, causing him to be sheltered​ by himself.  This can only manifest by commiting atrocities, such as killing fleeing and defenseless people, commiting genocide, murdering, stealing and looting, etc.  Killing soldiers on the battlefield does not count.

Lifesaver: Azure will not kill any innocent people, making very sure that there would be no innocent bystander that would be in risk; this, however, will cause him to be more affected​ by the Great Curse if he committed such act.

Likes: On a merchant business, sharing things with people, getting friends​, helping others, offering foods.

Dislikes: Bad decision, child abuse, slavery, stealing, murder, and hypocrite.

5
Role Playing / Re: Fate/Grand Adventure Combat Rules
« on: May 15, 2017, 01:10:51 AM »
[Defensive Point]

You know about something about RP without Stat? It'll take long, way too long in a fight for one guys to be KO, and there's some who don't want to use dice roll for everything​.

This is where the Defensive Point come in.

You'll recognize it from the Stats content as DP.  Defensive Point, also be known as Dodge Point, is a feat where you has to spend a certain number of DP to either reduced the damage coming from the enemy or fully evade it.  Usually, all normal technique can be fully​ dodge by spending 4 DP.

There are four way to use DP strategically: one-quarter damage(1/4), half-damage(2/4 or 1/2), three quarter damage (3/4), and full dodge(4/4).

Be note that there's some technique can raise the cost of DP to fully dodge.  For example, if an enemy have a technique with +1 DP, then you had to spend a total of 5 DP to fully dodge them; and with a technique with +4 DP, spending 4 DP is considered taking half-damage.

However, there are certain ability that can reduce the cost, and a passive ability that - if being hit by a certain element - then not only you can absorb it without taking damage, it cost no DP to even dodge it.

[Positive and Negative Status Effect]
Like any classic RPG, there will be Status Ailments, Bluff and Debuff.

Some technique may have other conditioning effect that could buff their allies and/or themselves, or debuff on their enemies.  Note that you cannot two instances of the same kinds; for example, you cannot be inflicted by [Poison] if you're still under the effect of poison.  Like any offensive technique, you can spend DP to reduce the number of turns or damage that you would from the effect.

There's a list for all status ailments, buff and debuff:

Spoiler for Negative Status Effect:
Short Terms Effect
[Burn (x)]: Unit take x damage for 4 turn, can be from being in extreme heat; damage can kill burnt unit.
[Poison (x)]: Unit take x damage for 4 turn, from being poisoned by toxic agent; damage can only reduce to 1 on poisoned unit.
[Headache (x)]: Unit lose x MP for 4 turns, don't ask how that work.
[Hinder (x): Unit's offensive technique will be sluggish or less precise than normal, reducing the cost of DP by x for 4 turn.  Cannot make any Technique cost less than 1 DP to dodge.
[Ability Seal (x)]: Prevent x amount of ability to be use for 4 turn.
[Technique Seal (x): Prevent x amount of Technique to be use for 4 turn.
[Drain (x)]: For 4 turns, the amount of damage​ you receive will the x amount of health the enemy will recover.
[Curse (x)]: For x amount of turn, you are unable to recover or regenerate any HP or SP from anything, including direct healing, regeneration, etc.

Long Term Effect
[Wounds (x)]: Until it is cure, target will take x amount of damage from wounds.
[Silence (x)]: For x turns, unit will be unable to use any Techniques​ that use MP.
[NP Seal (x)]: For x turns, target will be unable to use Noble Phantasm.
[Rule Breaker (x)]: For x turns, you will be unable to use CP and unable to use all Servants.
[Charm (x)]: For x turns, targeted Servants will act as the Charmer's Servants; cannot use CP on them.

Turn-Affecting Effect
[Paralyze (x)]: You are unable to act for x turns.
[Lull (x)]: For x turns, you are unable to take action in any ways.  This effect can be expelled shortly by being attacked.
[Stun]: Unit cannot take action for a single turns.

Debuff Effect
[Break {Type} (x)]: For 4 turns, units receive additional x damage from incoming {Type}.
[[Element] down (x)]: For 4 turns, technique deal x less [Element] damage.
[{Type} down (x)]: For 4 turns, technique will deal x less damage from certain {Type}
[Hamper (x): Unit deal x less damage from all technique for 4 turns.
[Softer (x): Unit receive additional x damage from all attack for 4 turn.
[Despair (x)]: Targeted unit cannot be buff for x amount of.  Cannot remove the buff that is already in effect and must wait for a full turn to reapply the target.
[Dispell (x)]: Remove x buffs from the target.
Spoiler for Positive Status Effects​:
Healing and Dodging Effect
[Slow Healing (x)]: For 4 turns, unit regain x amount of health in each turns.
[Regeneration (x)]: Unit regain x amount of health in each turns till the end of battle.
[Agility (x)]: For x turns, unit will grant a free 1/4 dodge from incoming attack so long as DP is use; must wait for a full turn to reapply it.

Buff Effect
[Protection {Type}]: Any damage from incoming {Type} will be reduce by x for 4 turns.
[Strengthen​ {Type} (x)]: Target's {Type} attack will be increase by x for 4 turns.
[Barrier (x): For 4 turns, all incoming attack will be reduce by x.
[NP Regeneration (x)]: Unit regain x percent of NP for 4 turns.
[Strengthen NP (x): Unit's NP will be increased by x for 4 turns.

Restoration/Purity​ Effect
[Vega (x)]: Become immune to all negative effect for x turns.  Does not remove status ailments already in effect; each turns are separate buff against​ [Dispel (x)].
[Cleanse (x)]: Dispell x amount of Debuff from an ally.

Turn Affecting​
[Haste (x)]: For x turns, unit can take additional action in a single turns.  Must wait for one full turns after it's wear off before it reapply on the same unit.
[Invincible (x): For x turns, unit cannot take any damages.  Must wait one full turn after it's wear off to apply on the same unit.
[Armor Piercer (x)]: For x turns, unit can damage invincible foes.

6
Role Playing / Re: Fate/Grand Adventure Combat Rules
« on: May 14, 2017, 07:45:39 PM »
[Traits]

Traits are the special characteristics of each characters that possess; be it physical, mental, or even spiritual, they are all special characteristics.  These can range from glaring different - such as Undead, Heroic Spirit, and Humans - to subtle one - like Class and Fighting Style.

Traits are usually affect the character, but Masters could also affect their Servants that aren't control by another RPers; each traits have their own positive and corresponding negative effect.

However, there are restriction and rules... AND YOU MUST OBEY THEM!!!!

... Sorry for my outburst...

Here are the restriction:
1) No matter who your​ characters are, no one can have more than three traits, and all characters will start with three trait.  However, if there's a certain moment that could greatly impact your characters, that traits will be change to reflect that character's state.
2) No traits can have a total of six positive effect from their traits.  Each [Element] count as one positive effect, while each {Type} count as two.
3) No characters can have more than 3 offensive effect from traits.  Each [Element] and {Type} are the same as the above.
4) Each positive effect must have the corresponding negative effect in each traits; Offensive Weakness (-1 damage dealt with...) are forbidden​from all traits.
Quote
Example #1:
[Heroic Spirit]: +1 defense against [Spirit], [Light] and [Energy]; +1 damage taken from {Burst}.
[Caster Class]: +1 damage dealt with {Arts}, +1 damage taken from [Slashing] and [Piercing].
[Witchcraft]: +2 defense against [Mental], +1 damage taken from [Spirits].

This is invalid because rules #4 is broken; [Heroic Spirit] have three positive effect, but only have 2 negative effect as {Type} count as two, while [Witchcraft] have 1 negative effect instead of 2 as it should have with the positive effect.  It's shoud be:

[Heroic Spirit]: +1 defense against [Spirit] and [Light]; +1 damage taken from {Burst}.
[Caster Class]: +1 damage dealt with {Arts}, +1 damage taken from [Slashing] and [Piercing].
[Witchcraft]: +2 defense against [Mental], +2 damage taken from [Spirits].
Quote
Example #2:
[Demi-Servant]: +1 damage dealt with [Spirit] and [Energy], +2 damage taken from [Cold].
[Magus]: +1 damage dealt with {Arts}, +2 damage taken from [Spirit]
[Enforcer]: +1 defense against {Burst}, +1 damage taken from [Lightning] and [Cold].

This one break rule #3; it has four offensive positive effect, instead of three.  The best way to fix it is by changing into:

[Demi-Servant]: +1 damage dealt with [Energy], +2 damage taken from [Cold].
[Magus]: +1 damage dealt with {Arts}, +2 damage taken from [Spirit]
[Enforcer]: +1 defense against {Burst}, +1 damage taken from [Lightning] and [Cold].
Quote
Example #3:
[Magus]: +1 damage dealt with {Arts} and [Energy]; +3 damage taken from [Spirit].
[Master]: +2 defense against [Mental] and [Energy]; +4 damage taken from [Slashing].
[Summoner]: +1 defense against [Fire]; +1 damage taken from [Water].

This one break rule #2, they have 8 positive effect, passing through the limit of 6.  This is how you fix it:

[Magus]: +1 damage dealt with [Energy]; +1 damage taken from [Spirit].
[Master]: +2 defense against [Mental] and [Energy]; +4 damage taken from [Slashing].
[Summoner]: +1 defense against [Fire]; +1 damage taken from [Water].
Quote
Example #4:
[Human]: No benefits or weaknesses.
[Enforcer]: +1 damage dealt with {Burst} and [Piercing], +1 damage taken from {Arts} and [Slashing].
[Discipline]: +1 defense against {Quick}, +1 damage taken from [Lightning] and [Fire].

This is the correct use of traits; each of these are balance, with a total of three offensive positive effect and five positive effect, which are all legal.

7
Role Playing / Re: Fate/Grand Adventure Combat Rules
« on: May 14, 2017, 04:45:07 PM »
[Technique]

Technique is an action use in an active time for a round, and is something​ that the character knew, like an attack or skills.   There is a limited number of technique that she or he know, and it will be listed in a format:

[Name]: Technique description, number of damage [Element]. {Type} (MP cost)

[Element]
Elements are the technique's special property, ranging from physical damage to even a splash of waters.  The technique can have more than one of the following elements:

Slashing: A physical damage that cut and tear through clothes and skins; use by Sword, Axe, Halberd, Partisan, Saber, etc.

Piercing: Physical damage that penetrate through obstacle; use by spear, rapier, knife, pole arm, bullets, arrows, etc.

Blunt: Physical damage that leave bruises on some; generally use with fist, hammer, staff, maces, etc.

Fire: Elemental damage associated with flames; burn shit and leave destruction on people's stuff.

Water: Elemental​ damage associated with pure waters and non-corrosive liquids.  For some reason, they tend to either injure or help; fire hoses applied as well.

Wind: Elemental​ damage associated with aerial attack; tend to use speeds.

Ice: Elemental damage associated with any frozen liquid or something​ very cold.  Use to decrease temperature on a dramatic level.

Lightning: Element associated with thunderstorms.  They are usually hard to evade, and tend to be highly-damaging despite being short.

[Light]: Element associated with holy.  They tend to be used for healing, but can be use for offensive capability.

[Dark]: Element associated with shadow and corruption.  They are direct opposite of Light, and tend to bring pain.... Usually.

[Bio]: Damage associated with altering the biology of their targets, poisonous gasses, corrosive liquid like acid, and other substance.

[Energy]: Associated with lasers blast, pure magic, and other energies.

[Mental]: Associated with telekinesis, telepathy, and other attack that could affect the target's mind.

[Spirits]: Supernatural damage associated with Spiritual being, coming from the Soul, Heroic Spirit, Demons, Angels, and other that could be using spiritual stuff.

[Non-Elemental]: Damage that is not associated with anything, have no strength nor weakness, and they cannot be improved by any means.

[Types​]
Also know as Attack Types, are what kind of style are you used.  There are only three types that can be used:

{Burst}: Types that is use for a powerful charge attack.  Usually slow and single hit, but can be use to a devastating effect; the only problem was that it's doesn't​ raise NP percentage, but can make up for it's low cost of MP.  Ideal for strong hitting units.

{Arts}: Types that is use for magical attack, while can have moderate damage and a few hit, they can quickly raise 5% of NP in each hit, but the MP cost can be quite high.  Ideal for mages or units that's rely on magics.

{Quick}: Types that is use for fast-hitting attack, which came in a form of having the highest combo than the rest, can raise 3% of NP with each hit, and have almost to no cost of MP unless there's a certain quick technique that could be costly.  However, the downside is that it have the lowest damage than the rest.  Ideal for agile units.

Each types have the numbers of of maximum combos that could be use on a technique:

{Burst}: 1 or 2 hit
{Arts}: 3 hit
{Quick}: 5 hit

Note that you can have the technique lower than its max cap of combos.

[Ability]
Ability are passive skills or resistance that your characters have.  They do not take a full action like technique when use, they can either be always in effect, occur instantly​, or be use temporarily; they do not stack.

Can have up to three(Masters), four(Demi/pseudo Servants), or five(Heroic Spirit)abilities.  Not all abilities are use for battle; some can affect how much it's cost for certain things, other can affect only their Servants that they own, and there's some that is use for transformation.

Note that both Demi-Servant and Pseudo-Servant start with the transformation ability.  When using transformation ability, please note that each different form have different techniques and abilities, along with traits and stats as well.

8
Role Playing / Re: Fate/Grand Adventure Combat Rules
« on: May 14, 2017, 12:19:17 AM »
[Stats]

As you can see, I'll be using stats this times.  You guys will better pay attention to this as they all important in a ways.

The stats are:

SP: Spirit Point, this is like HP in that you lose SP whenever you taken ​damage.
MP: Mana Point, obviously used for magics or special skills.
DP: Defense Point, this will be explained in a later contents.
NP: Noble Phantasm, this one is a percentage.  You will be able to used Noble Phantasm once it's reach 100%.

[Upgrading Stats]
You will be gain experience point for every enemies you have defeated and can be spend on raising a stats.  You'll probably thinking​ that the cost will raise for every stats being upgraded​ like Dark Souls, right?

Wrong.

Instead, all stats, no matter what, will always cost 40xp to upgrade; meaning that - yes - it's fucking cheap.  Now, I'm gonna show you how to raise, cause I'm suck to explain this type of things:

SP: +5 for every 40xp being spend.
MP: +5 for every 40xp being spend.
DP: +1 for every 40xp being spend.
NP: +10% for every 40xp being spend.

However, each stats will have the limit of time you can raise, meaning that you cannot have infinity amount of caps; this will only depends on the Servant's rank of their attributes.

[Master Stats]
Master Stats are exclusive to non-servants.  There are two kinds of Masters to be used: the battle-oriente general and the support​ing tactician.  General are more or less like Servants, except that they have Command Seal.  Tactician, however, need a little more explanation.

Tactician Master, in far contrast to the General Master, does not have any damaging offense capability, they can only support their Servants and weakening their enemies.  This can be compensate from the fact that they cannot be targeted by anyone​ unless it's an AOE status effect.  Tactician have the ability to have up to three Servants, in contrast to the General can only have one, give support to their allies by buff their teammates or Debuff their enemies.  Tactician do lack both HP and DP, and they can only be defeated if their Servants are all defeated; Tactician have superior Mana than General due to many of their Technique required Mana.

In far contrast to the Servants, Masters have far lower cap than the others.

Both of them have their own stats:

Master General:
HP: Health Point, as always.
MP: Mana Point.
DP: Defense Point
CP: A features only available to Masters: Command Point.  These can be used to give any Servants you bound a order through the Command Seal; it's can also be use to completely healed the Servant's SP.  Another features is that the Master can used up all three Command Seal to fully revive all Servants that you owned during battle.  Unfortunately, you can only restore CP on a safehouse.
LB: Limit Break, these work just the same as NP, you can use Limit Break once it's reach 100%.  Exclusive to General.

Master Tactician:
MP:
CP:
LP: Leadership Point, these can only be used on the Servants that is not being used by another players.  LP can be spend on the Servants to take action in conjunction with the master; however, no Master can spend more than one LP on the same Servant.

[Upgrading Master Stats]

Upgrading the stats is the same as upgrading the normal stats.

9
Role Playing / Fate/Grand Adventure Combat Rules
« on: May 13, 2017, 04:48:09 AM »
Okay, I'm going to retry Fate/Grand Adventure again.  However, I'm going to add a combat rules for this kind of RP; just to make it more intense.

This post is for a table of contents for other posts:

Stats
Upgrading Stats
Master Stats
Upgrading Master Stats
Traits
Technique
Abilities
Elements and Types
Positive and Negative effects
Equipment and Weapon
Defensive Point
Combat Mechanic

I'll start tomorrow.

10
Name: Hideaki Miyamoto

Race: Human/Heroic Spirit

Age: 17

Height: 5'7"

Weight: 127kg

Appearance: Blue hair with matching eyes, normal skin and average bodybuild, Hideaki wear a black sleeveless shirt underneath of a blue ​coat and black pant, he also wear a pair of black fingerless gloves.

In his Servant form, Hideaki's hair suddenly become longer that led to had it tied up in ponytail so as to not get his vision get obscured​ by it.  His clothes also change, wearing a blue hakamori and black hakama instead of his usual clothes.

Physical Attributes

Strength: Heroic (Legendary with Reinforce)

Agility: Heroic (Legendary with Reinforce)

Constitution: Heroic (Legendary with Reinforce)

Magic Scale: Low

Having only know of the basic spells, Hideaki is not that great of a Magus, having been describe as a Hedge Mage; that'd say, the basic spells is Reinforce (Let Hideaki's skin be as tough as metal), Structure Analysis (Analyze the structures​ of any object, letting Hideaki to see how the object work and what to use to either fix or disposes it safely), Heal, some resistance to magic, and a weak boundary field that alert him of an enemy's​ presence.

After being fused with a Heroic Spirit, Hideaki's​ Mana pool had been increased, allowed him to use the effect of spells much longer than normal.

Magic Resistance: High

After he became a Demi-servant, Hideaki was now capable of withstanding a high degree of spells, and some of the greater spells will be reduced​ because of this.

Other Abilities:
Demi-Servant: Being fused with a Heroic Spirit of Musashi Miyamoto, Hideaki gained the power and abilities of the Saber Class Servant while still retaining his human part.  While Hideaki doesn't have the ability to astralize like normal Servant, his personality is still the same as himself since it didn't fused unlike the Pseudo-Servant.

Expert Martial Artist: Hideaki had some experience in hand-to-hand combat, as he had gotten a blue belt in Kenpō, Nippon Kempo, and Kendo.  After being fused with the Heroic Spirit, Hideaki gained knowledge and skills of Kenjutsu and Hyōdō Niten Ichi-ryū in conjunction to his other martial arts, which he become more skillful at it.

Inherited Skills: Hideaki, being fused with one of the greatest swordsman in Japan, have gained knowledge and experience of the Kenjutsu alongside of the Hyōdō Niten Ichi-ryū, Musashi's famous fighting style that let Hideaki to dual wield katanas.  Hideaki also inherited Musashi's​ strength, speed and instinct, to the point that he can deflect bullets​ faster than the eye could see.

Equipment:
Silver Katana= A Japanese Sword famously used by the Samurai during the feudal time.
Wakizashi= A short sword use as a secondary weapon.

Origin: Having being born and raised as a normal citizens, Hideaki was unawared​ of his family's status as a heretical mages, who which to have his older sister - the heir of the Miyamoto families - to studied the world of magic while Hideaki himself would've​ lived a normal life in a world of mundane.  Unfortunately, life was never easy, as the Enforcers that were send to hunt them down had located them and slaughtered​ Hideaki's​ parent and kidnapped his sister; Hideaki survived and evaded captured because he wasn't home at that time, as he had stayed with one of his classmates for a project.

After Hideaki attended his parent's funeral, he left for Tokyo to find the Namikage family, as per his family's​ will.  When Hideaki met one of the members of the Namikage family, Zenko Namikage, he was quickly accepted as an apprentice in magic and Martial Arts for two to three years​ before being enlisted into Chaldea.

When the First Order is about to begin however, Lev Flaurios sabotaged​ Chaldea with bombs to detonated at critical point, including the master candidates with Hideaki amongst them.  However, just before Hideaki's​ life is about to be forfeit, a Heroic Spirit appeared and make a contract with Hideaki to turned him into a Demi-Servant for survival; by the time that Hideaki awaked, he find himself in Fuyuki in Servant form.

Hideaki ended up in Nexus after clearing the Singularity by a vortex that sucked him into another world.

Weakness: His lack of advance magic spells despite having large pools​ of mana means that Hideaki isn't suited for any roles of a magician, with a lack of range weaponry make him vulnerable in long range.  It is also know that Hideaki has no clue as to the identity of the Servant that he fused with, which prevented him from being ever use the Servant's Noble Phantasm.

Likes: Playing game, good people, free food, watching anime, Yuri(though he'll denied it), threesome(.... As long as both of the participants are girls, he wouldn't mind), Star Wars and training.

Dislikes: Bad people, horror genre, bully, Magi, experimenting on​ living people, being alone.

11
Rider Medusa

Rider then move her face toward Richenda and kiss the demi-servant as she laid into the ground, with Rider on top.  She then place her hand into Richenda's crotch while the other massage the girl's backside while their tongue battle for dominance; then Rider direct Richenda's arm into the woman's own crotch so that she could feel it as well.

Their breast are pressed together while the nipples are rubbing, earning her a moan into the girl's mouth.

12
Rider Medusa

Oh this will be much more fun.

"I'll be the one on top." Rider said before drew closer​ to Richenda. "But let's get to the appetizer first, shall we?" She then hug her.

13
Medusa Rider

Rider stare at the rooftop that Richenda point, before she smile.

"You make a nice decision." She spoke before jumping in the air, heading straight toward the rooftop as her clothes fell off from the winds.

Rider doesn't care about that.

Meanwhile, Hideaki whimper like a puppy.

14
Hideaki Miyamoto

"HMM! HMM! HMMMM!" In case you don't know, he's literally says, "OH! MY! GOD!".

"Oh? Oh well then." Rider shrugged before using the chains to cover the boy's eyes and ears.  Then she throw her weapon to the ground before walked toward Richenda and leaning at her.

"So you want to do this here or somewhere else?" She smile.

15
Hideaki Miyamoto​

If the chain weren't bounding Hideaki's​ mouth, then he would have drop his jaw in shock.

"Well, we can also have this boy with us if you want?" Rider said, her eye glint as she smiled seducely. "But if you don't want him, I guess I could have him all to myself later."

"HMM!?" Hideaki yelled in shocked, before turning toward Richenda with his eye saying "I don't want to be rape!".

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