Okay.... >///>
H-Here goes nothing then!
I-Its my first time trying to make a game, so don't come and show your sarcasms!!
Since it has spoilers itself, I can't spoiler it lol, so yeah, two slash lines it is lol:
(
Note: I excluded some things here and there, they are not necessary that's why, since it was not about the rules and all that)
An entry will become available when a master or a servant gets eliminated. So if you fail to join the game at first, then wait and watch the game until you see another entry getting available or simply keep your eyes on the title of this thread.
Some rules and explanations:
This is made from Fate, so its gonna try to follow its systems regarding the Holy Grail Wars in it.
So first off. There are 14 entries for this game, seven spots are for masters, and the other seven spots for servants.
Bear in mind that if you don't post or don't make any move for three nights straight on the game, then you'll be disqualified from the game (by me the Grail), when that happens. The servant/master who losses his servant/master in a team on the war and will be on standby mode, meaning that no one may do anything to them, until someone joins the game and becomes the team's servant/master.
You can take the position of a master or a servant, its your wish.
Masters: remember that there are seven different sets (with abilities, skills, etc) made for the masters from which you need to choose from, if a set is already taken by someone, it won't be available for you until that player who chose that particular set gets eliminated from the game. But if the three Absolute command spells are used, no more people can join in with that set of a master.
(See the spoiler below this one for more details of the absolute command spells)
When you're joining the game as a master, remember to mention which set you're taking.
Also, remember that each particular set is for a particular class of servant, i.e, set A is for servant Saber only.
Servants: if you want to take a position of a servant, then there's some complication to it. There are seven different classes for servants:
Saber
Archer
Lancer
Raider
Caster
Assassin
Berserker
Every one of these classes have two sets (Set A and B) from which you can choose from, if someone picks out a set from a certain class, then that class itself will become unavailable for you to take until the player who chose it gets eliminated from the game.
When you take a position of a servant, remember that you need to first mention the class you're taking and the set.
Teams: Basically, a servant and a master is together a team. Without each other, they reach a verge of falling apart, without the master, the servant may lose if there are remaining absolute command spells remaining but no one becomes his master. The master, without his servant's protection, can be eliminated.
On a team, both the masters and the servants will have 100/100 MP from the start of the game and will both be sharing that mana unless otherwise stated. I.e: If Saber uses Excalibur she'll lose 20 MP, whereas their mana becomes 80/100 and then if her master uses Dual Blades which costs 5 MP, then it becomes 75/100 MP.
But the masters and the servants will have individual Hit points (HP) of 100/100, unless otherwise stated.
War Notice: The war notice is a post that I'll that I'll post to keep the game up to date, and show the effects of each and every moves made by the players. It will usually be posted at the end of the night.
More rules and explanations (lol):
The Holy Grail War will go on with Nights, such as night 1, night 2 (Yes, idea from Element wars but since the anime shows battles in night time, I decided this is more suitable than using 'day' lol) and so on.
Servants: A servant can make whatever move he wishes to make, excluding killing his own master. If the servant's master dies, then he'll have the next night and at the end of that night, he's out of the game if not eliminated. He can only continue to remain on the game if only another master takes his previous master's place.
A servant will be forced to make whatever moves (on the target the master states) the master orders only when the master uses his/her absolute command spell on him/her. When the servant uses his skill on its target after ordered with an absolute command spell, the mana point (MP) cost for that move is excluded completely, unless otherwise stated, but if the servant is forced to use a Noble Phantasm, then the MP cost will only be reduced in half.
If your master gets eliminated after running out of absolute command spells then you won't be having a master with the same set anymore, so you may join another team while you can before the next night after your master's elimination passes.
The servant can protect their master when someone attempts to attack his/her master. When he/she protects his/her master then the damage will be divided in half between his/her master. Although, a servant can only protect his master three times a night.
Masters:[/b ] The master, like servants, can use the skills given to them and either attack other masters and servants or strengthen/heal their own servants.
[b]Every masters have three Absolute command spells, when a master uses his/her absolute command spells, they order their servant which master/servant to target with whatever spell, move, Noble Phantasm, etc the master wants the servant to use.
Be aware that the absolute commands are irrecoverable on the game unless you defeat a master, you'll gain one absolute command spell, if you run out of them, then it won't cast you out of the game, but, after you get eliminated, no one can become your servant's master, meaning that the team falls.
Winner: The war will not end until all the teams are wiped out, only one team may be the ultimate winner, even if you form truce with another team, you will have to eliminate each other in the end in order to win.
This is a list of ailments that is present on the War:
[spoil]
Poison: Unless healed, it'll stay on the master/servant for three nights. And will reduce 5 HP at the start of the nights. The night at which the master/servant gets poisoned will be considered the first night.
Blind: This ailment will last for three nights unless it is healed. Whatever skills/magics or anything are used will hit a target randomly which is why you won't need to mention the name of the target you want your skill/maic/Noble Phantasm to hit, since it will be random,
unless otherwise stated.
(Its a problem for me to select someone randomly though, seeing as how people may think I may be biased.)
Paralyze: This will last for two days unless healed. While a master/servant is paralyzed, he/she will be unable to do anything unless otherwise stated.
Petrified: This will last for two days unless healed. While a master/servant is petrified, will be unable to do anything and will also lose 5 HP at the end of the nights.
This is a list of all the sets for the masters on the game:
[spoil]
Set A
(Available)
Saber's Master;
User=
Magics:
Reinforce - MP: 8 - Can only be casted on the user himself/herself or his/her servant. When this spell is casted, the one enhanced by this magic will be able to reduce 10 more HP when he/she uses his/her magic or skill on the current night.
Trace spell - MP: ?? - When this magic is used, the caster of this magic may use any of the skills of Archer (Set A only), whether or not Archer is in play or not.
Fake Excalibur - MP: 20 - Reduces HP by 15 to the designated target. If it is used on Berserker, than it will reduce twice the HP, but if used on Archer, this will not even reduce any of his HP.
Reality Marble - MP: 20 - This spell will hit two targets at the same time, when using this, please mention any two names on the post and they both will lose 15 HP. If it is used on a master and a servant blocks it, then the servant will lose 30 HP.
Set B
(Available)
Archer's master;
User=
Magics:
Gandr - MP: 2 - Reduces HP by 5.
Barrier - MP: 15 - Reduces HP by 10 for the team for the rest of the night and the next night.
Store Mana - No MP cost - Increases MP of the team by 20.
Mana Jewels - MP: 30 - Reduces 20 HP of the designated foe. It'll also dispel any enhancement made to the foe. This part is tricky, read carefully. If you have 70+ MP, the foe will be petrified. If you have 40+ MP, then it'll paralyze the foe. If your MP is below 20, then it'll blind the foe.
But, this can also be used to heal 20 HP and heal all ailments excluding petrification of the servant or the user.
Set C
(Available)
Lancer's master;
User=
Magics:
Black spark - MP: 2 - Reduces 5 HP on the designated foe.
Crimson Gust - MP 10 - Can be targeted on a team. It reduces 5 HP each on both the master and the servant.
Soul feeding - MP: 20 - Increases HP of the servant by 10 and will heal team from paralysis and blindness.
Bloody Vortex - MP: 30 - Can only used on a servant. Reduces 20 HP on the designated servant and the servant (foe in other words) will be unable to protect the master for the rest of the day. The master of the servant (foe) will be poisoned.
Set D
(Available)
Raider's master;
User=
Magics:
Dark Wind - MP: 2 - Reduces 5 HP of the designated user.
Dark Lightning - MP: 15 - Reduces 5 HP of the designated user and paralyzes him/her.
Soul enchantment - MP: 20 - This can only be casted on yourself or your servant. It increases HP of the the master/servant by 10 and the amount of the times the servant can protect his master will be increased by one.
Mystic Haze - MP: 30 - Pick two masters from the page (above players who made posts on the page) and they will lose 20 MP and be inflicted by poison and paralysis. The poison will last for two days. The masters cannot be protected from this magic.
Set E
(Available)
Caster's master;
User=
Magic:
Speedy jabs - MP: 2 - Reduces 5 HP of the designated foe.
Pump up - HP: 5 - The next magic will reduce 10 more HP of the designated foe.
Magic breaker - MP: 15 - Reduces 8 HP of the designated foe and breaks any enhancement made through magics and skills of the designated foe.
Brutal fists - No MP cost - Needs the reinforce spell from Caster to be used for this first on the night, then this can be available for use. If it is used on a servant who has extra HP (I.e: 130/100), then the HP will revert to 100 directly even if the the HP is 101/100, if the HP is 100 or lower then, along with the effects of reinforce, this will reduce 15 HP of the designated foe.
Set F
(Available)
Assassin's master;
User=
Magic:
Energy drain - MP: 5 - Reduces HP of the designated foe by 5 and increases the user's HP by 5.
Gems of light - MP: 12 - Reduces 5 HP of the designated foe and blinds the foe.
Healing beads - MP: 15 - Increases HP by 10 and heals petrification of the designated foe.
Planetary magic harnessing ritual - MP: 35 - This can be casted on a servant (any) only. Once casted, the user and the servant will be unable to do anything the next night. The effects will take place at the start of the night after the next night. The servant's HP will be increase by 50 and the if the noble phantasm is already used, it can be used once again after this.
Set F
(Available)
Beserker's master;
User=
[align=center]Magic: