No doubt you've received all your stats and sheets, so it's time I fill you in on how combat will work.
Combat will be similar to Pokemon. You have a selection of moves, although you are also able to perform actions outside of your movepool, so long as it still fits your character and that you pay suitably for that action. While I will trust the Masters to be the Judge of that, GMs will be the ultimate judge in the case that things go awry and off balance.
Servant materialization is free, but the Servant loses 5 MP at the end of each of their turns just to remain anchored in physical form. Likewise, outside of their NPs they are also able to perform other actions, but GMs will compensate for nonbasic actions by draining MP from the Servant. Returning to spirit form is free, and once it is in spirit form it will no longer cost maintenance MP, but cannot act.
During a turn, each side will face each other based on the number of units a side has for the battle. Each unit has 1 order per turn. Turn order is decided by Agility, but also affected by move selection priority (think Quick Attack). There are different classes of skills; there are Active, Passive, Complementary, and Reactionary.
- An active skill must be activated to be used and uses up your order for the turn. All skills are assumed to be active skills unless otherwise stated.
- A passive skill is always active so long as its action is paid for accordingly.
- Complementary skills are activated in response to your own action to enhance it, and do not consume a turn order.
- Reactionary skills are activated in response to an opponent's move and do not consume a turn order.
To engage an enemy, a battle will commence. In instances of long ranged combat, the long ranged aggressor may attack for one turn, and end the battle after they've conducted their attack if the defender cannot respond accordingly. It is possible to retreat from a battle, and the success rate of retreating is based on the differences between the highest Agility and Luck parameters of both parties.
The key to the Master Servant link, however, is that whenever a Servant uses MP, the MP can be used from the Master's MP pool instead. So for example, say you as the Master have 400 MP, and the Servant performs an action that costs 50 MP. Instead of using 50 MP from the Servant, it can instead use that MP from the Master. Then, at the end of the turn, the materialization cost will also be factored. It can also be paid by the Master instead. So, at the end of the turn, the Master will have 345 MP left.
However, a Master cannot transfer its MP into a Servant, with exception to a proper "Mana Transfer" procedure. Likewise for the vice-versa. The Master does not need to be in the same battle as the Servant to pay for its MP cost.
If a Servant's MP reaches 0, it will not only dematerialize, but will be counted as defeated and forever be lost. This does not, however, mean the Master is also lost.
MP recovery is set at 1% per hour for both Master and Servant, although certain locations closer to leylines will provide higher regeneration per hour. However, MP does not naturally regenerate during battle unless the battlefield states otherwise. If a Servant loses its connection with a Master, it will lose 10% of its MP per hour, although it will still recover MP (so in a normal field zone, this means that it will lose 9% of its MP per hour), in physical form. In its spirit form, it will lose 5% of its MP per hour. If a Servant is still materialized outside of battle, it will lose 1% of its MP per hour, effectively cancelling out its MP recovery.
There are also multiple effects other than damage that affect the turnout of a battle, in addition to RP mechanics and setting. These are effects such as curses and debuffs, including binds, slows, and immobilization. It is best to keep this in mind when fighting, as negative effects can mean the difference between life and death. During battle, once a negative effect has been inflicted, the inflicted party gains an increased resistance from the effect for the duration of the battle, and will naturally recover from the ailment based on their Luck and Endurance stats, unless otherwise stated.
A boost in the Mana and Endurance stats from a buff does not increase your maximum HP or MP.
I may have missed a thing or two, but I'll fill the rest out as needed in the case that I did.