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Madoka - Holy Civ War Quest - Rules and Regulations s1

Oct 2nd, 2014
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  1. MADOKA - HOLY CIV WAR QUEST RULES AND REGULATIONS s1
  2.  
  3. If you've played Mitakihara Middle School Days Quest before, many mechanics will be familiar to you.If so, you need only refer to these Rules and Regulations for the different numbers.
  4.  
  5. Post-Rebellion Madoka Strategy Game Quest uses a modified version of the Simple Solo System for combat and war.
  6.  
  7. HOW QM DECIDES VOTES
  8.  
  9. 1. The first two votes that are the same decide the next action.
  10. 2. Should there be one disagreeing vote, the QM shall wait for the next vote to break the tie.
  11. 3. A majority is irrelevant if it is late, unless the QM deems the vote to be controversial, whereupon he will grant an extra 30, 60 or 90 minutes, depending on whether it is somewhat, moderately or extremely controversial.
  12. 4. If there is only one vote when the thread is on catalogue page 2, the QM will the take the first vote cast, regardless of majority.
  13. 5. If a vote is not cast when the thread is on catalogue page 2, the QM will roll dice+1d2, with '1' counting as a vote for the first option and '2' counting as a vote for the second option or will roll dice+(x)d(y) if there are write-ins, with y being the options in their order and x being y+1.
  14. 6. If there are two opposing votes and the thread is on catalogue page 2, the QM will roll a dice to break the tie.
  15.  
  16. ZERO METER/ WITCH METER (0M)/(WIM)
  17. The ZERO Meter is a meter which indicates which facet of Kaname Madoka is the dominant one, that is, whether Normal Madoka or Madoka ZERO is the personality the Players are playing. It also determines what actions normal Madoka is capable of without certain checks. The ZERO Meter allows Madoka to be Madoka ZERO without incurring a sanity penalty.
  18.  
  19. The Witch Meter is a meter for a similar mechanic to the ZERO Meter, except for Player Characters other than Madoka. Homura has no Witch Meter.
  20.  
  21. There is only one ZERO; Madoka ZERO.
  22.  
  23. 0M/WIM DECREASING ACTIONS
  24.  
  25. 1. Channeling Emiya Kiritsugu at his worst (10%)
  26.  
  27. 2. Destroying an enemy with joy (7.5%)
  28.  
  29. 3. Destroying an enemy (5%)
  30.  
  31. 4. General vindictive or cruel behaviour (2.5%)
  32.  
  33. 0M/WIM INCREASING ACTIONS
  34.  
  35. 1. Channeling Papa Nurgle at his best (20%)
  36.  
  37. 2. Helping another person with joy (15%)
  38.  
  39. 3. Helping another person (10%)
  40.  
  41. 4. General kind and selfless behaviour (5%)
  42.  
  43. 0M ACTION THRESHOLDS AND REQUIREMENTS
  44.  
  45. AT LEAST
  46.  
  47. Achieving a Good End ("Only a heavenly and chaste soul that can sing carols of praise towards humanity can save the story.") - 100%
  48.  
  49. AT MOST
  50.  
  51. Plotting against another Civ - 85%
  52.  
  53. Annexing a Civ's Cities or eradicating them when they started the war and there was no way of negotiating with them - 70%
  54.  
  55. Preemptively attacking another Civ - 55%
  56.  
  57. Adopting Order - 50%
  58.  
  59. Nuking a City with an Atomic Bomb, Initiating a war of conquest or aggression - 40%
  60.  
  61. Nuking a City with Nuclear Missiles, Adopting Autocracy - 25%
  62.  
  63. Deliberately Razing a City or Destroying it with Nuclear Missiles - 10%
  64.  
  65. Achieving a Good End ("Even if that means staining my hands with every evil in the world, I don't care.") - 0%
  66.  
  67. CIV COLLAPSE METER (CIM%)
  68. The CIV COLLAPSE METER shows how close Kaname Madoka, Akuma Homura, Miki Sayaka, Tomoe Mami, Momoe Nagisa or Sakura Kyouko are close to having their Civ collapse. Once the CIM% reaches 100%, the Quest for that one particular character will end and the QM will write a description of the downfall of Kaname Madoka, Akuma Homura, Miki Sayaka, Tomoe Mami, Momoe Nagisa or Sakura Kyouko. Rules about playing Civ apply only in the main plot, rather than the prologue or in real life.
  69.  
  70. CIM INCREASING ACTIONS
  71.  
  72. Losing the Holy Civ War (100%)
  73.  
  74. Grand Strategic Failure (75%)
  75.  
  76. Channeling Lelouch Lamperouge at his worst (75%)
  77.  
  78. Strategic Failure (50%)
  79.  
  80. Outrageously Poor IRL behaviour (30%)
  81.  
  82. Operational Failure (25%)
  83.  
  84. Extremely Poor IRL behaviour (20%)
  85.  
  86. Tactical Failure (12.5%)
  87.  
  88. Very Poor IRL behaviour (10%)
  89.  
  90. Poor IRL behaviour (5%)
  91.  
  92. General CIM Increasing Actions (5%)
  93.  
  94. CIM DECREASING ACTIONS
  95.  
  96. Winning a game of Civ, any version (50%)
  97.  
  98. REJOICING (50%, comes at 50% SAM cost)
  99.  
  100. Grand Strategic Success (37.5%)
  101.  
  102. Channeling Lelouch Lamperouge at his best (37.5%)
  103.  
  104. Strategic Success (25%)
  105.  
  106. Laughing like Lelouch Lamperouge (25%, Comes at 30% SAM Cost)
  107.  
  108. Saintly IRL Behaviour (15%)
  109.  
  110. Operation Success (12.5%)
  111.  
  112. Extremely Good IRL behaviour (10%)
  113.  
  114. Tactical Success (6.25%)
  115.  
  116. Very Good IRL Behaviour (5%)
  117.  
  118. Good IRL behaviour (2.5%)
  119.  
  120. General CIM Decreasing Actions (2.5%)
  121.  
  122. SANITY METER (SAM%)
  123.  
  124. This meter represents Kaname Madoka, Miki Sayaka, Tomoe Mami, Momoe Nagisa or Sakura Kyouko's sanity and starts at 100%. Should the meter reach 0%, Kaname Madoka, Miki Sayaka, Tomoe Mami, Momoe Nagisa or Sakura Kyouko will turn insane and the plot will be out of control of the players' hands until ten turns, whereupon Kaname Madoka, Miki Sayaka, Tomoe Mami, Momoe Nagisa or Sakura Kyouko will return to sanity at SAM 100. Rules about playing Civ apply only in the main plot, rather than the prologue.
  125.  
  126. Similarly, Homura has no Sanity Meter.
  127.  
  128. SANITY DECREASING ACTIONS
  129.  
  130. 1. Destroying a Civ (50%)
  131.  
  132. 2. REJOICING (50%, but decreases CIM by 50%)
  133.  
  134. 3. Stress, top-tier (35%)
  135.  
  136. 4. Laughing like Lelouch (30%, but decreases CIV by 25%)
  137.  
  138. 5. Being both Chaotic and Evil (20%)
  139.  
  140. 6. Nuking a city (20%)
  141.  
  142. 7. Razing a city (20%)
  143.  
  144. 8. Handing over control to Madoka ZERO while 0M is over 50% (20%)
  145.  
  146. 9. Stress, medium tier (15%)
  147.  
  148. 10. Being Chaotic (15%)
  149.  
  150. 11. Being Evil (15%)
  151.  
  152. 12. Handing over control to Oktavia von Seckendorff, Candeloro, Charlotte or Ophelia while WEM is over 50% (10%)
  153.  
  154. 13. Thinking about Mama if you're Madoka (10%)
  155.  
  156. 14. Reading a Book of Power (10%)
  157.  
  158. 15. Emotional catharsis, 1st part (10%)
  159.  
  160. 16. Stress, low tier (7.5%)
  161.  
  162. 17. Pillaging Tile Improvements (5%)
  163.  
  164. 18. Interacting with Homura's Familiars (2.5%)
  165.  
  166. 19. Being Madoka ZERO while 0M is over 50% (2.5% per turn, but no Sanity decreases for acting Evil or Chaotic)
  167.  
  168. 20. Being Oktavia von Seckendorff, Candeloro, Charlotte or Ophelia while WEM is over 50% (1.25% per turn but no Sanity decreases for acting Evil or Chaotic)
  169.  
  170. SANITY INCREASING ACTIONS
  171.  
  172. 1. REJOICING - Returns to 100%
  173.  
  174. 2. Finding purpose and meaning in life (75%)
  175.  
  176. 3. Seeing someone else truly happy (50%)
  177.  
  178. 4. Top tier happiness (50%)
  179.  
  180. 5. Drinking alcohol (25%)
  181.  
  182. 6. Emotional catharsis, 2nd part (25%)
  183.  
  184. 7. Eating a meal (15%)
  185.  
  186. 8. Interacting with her beloved (15%)
  187.  
  188. 9. Medium tier happiness (15%)
  189.  
  190. 10. Talking to Gandhi (15%)
  191.  
  192. 11. Friends and family, General (10%)
  193.  
  194. 12. Low tier happiness (5%)
  195.  
  196. INTERACTION POINTS (IP)
  197. Interaction points are earned by interacting with another character, positively or negatively.
  198.  
  199. They may be decreased by engaging in behaviours that make Kaname Madoka, Akuma Homura, Miki Sayaka, Tomoe Mami, Momoe Nagisa or Sakura Kyouko less likely to interact with another person, for example alienating them.
  200.  
  201. When IP reaches 100, the Friendship Meter for the particular person is unlocked.
  202.  
  203. MENTOR INTERACTION POINTS (MIP) These function similar to IP but are different in that what it unlocks is not friendship nor romance, but tutelage under the relevant person.
  204.  
  205. FRIENDSHIP METER - FRM (Persons's colour, name or theme): When the FRM reachs 100%, CIM changes and SAM changes are twice as large in interactions with the relevant person.
  206.  
  207. MENTOR METER - MEM (Person's colour, name or theme): Works mechanically similar to FRM, requiring the MIP to be 100, for Mentor Figures instead.
  208.  
  209. In Post-Rebellion Madoka Strategy Game Quest, a Friendship Meter is created by reaching 100 Interaction Points and then becoming emotionally close with the relevant character. The Friendship Meter disappears when one member of the friendship dies. If FRM reaches a new multiple of 100, changes in CIM or IP relating to the person associated with that FRM will be scaled accordingly; if Madoka has 200 FRM with Homura, CIM or FRM changes involving Homura, even tangentially, will be twice as large.
  210.  
  211. FRM ACTIVITY THESHHOLDS: These are the minimum thresholds for actions involving another person.
  212.  
  213. 1. Agreeing to a Research Agreement (70%)
  214.  
  215. 2. Declaring war against a common enemy (62.5%)
  216.  
  217. 2. Making a Declaration of Friendship (55%)
  218.  
  219. 3. Agreeing to Open Borders with you (40%)
  220.  
  221. 4. Making a Defensive Pact (25%)
  222.  
  223. 5. Having them share intrigue with you (10%)
  224.  
  225. ACTIVITIES WHICH DECREASE THE FRM :
  226.  
  227. 1. Nuking their city (100%)
  228.  
  229. 2. Razing their city (100%)
  230.  
  231. 3. Backstabbing with war (100%)
  232.  
  233. 4. Backstabbing with denunciation (85%)
  234.  
  235. 5. Conquering their city (85%)
  236.  
  237. 6. Declaring war (70%)
  238.  
  239. 7. Denouncing them (55%)
  240.  
  241. 8. Embargoing them (55%)
  242.  
  243. 9. Stealing their land (40%)
  244.  
  245. 10. Declaring war against an ally or City-State (40%)
  246.  
  247. 11. General poor friendship behaviour (15%)
  248.  
  249. ACTIVITIES WHICH INCREASE THE FRM :
  250.  
  251. 1. Reviving them (35%)
  252.  
  253. 2. Liberating a city (22.5%)
  254.  
  255. 3. Declaring war on a common enemy (20%)
  256.  
  257. 4. Declaring or Renewing Friendship with them (12.5%)
  258.  
  259. 5. General good friendship behaviour (6.25%)
  260.  
  261. GAMEPLAY
  262.  
  263. STATS
  264.  
  265. These refer to the player character's proficiencies in the Quest.
  266.  
  267. Madoka Kaname, Personal: Sinew (30), Sleight (30), Smarts (35), Sass (45)
  268.  
  269. Madoka Kaname, Leader: Tactics (30), Operations (26), Strategy (35), Logistics (40)
  270.  
  271. INVENTORY & EQUIPMENT
  272. Items that are carried. Includes clothing, armour, weapons and so forth. Capacity may be increased through bags or multiple pockets.
  273.  
  274. LEVELING AND EXPERIENCE
  275. Leveling up occurs according to arithmetic series. To acquire Traits and Abilities, they have to be used once to progress to LV 1, to level to LV 2, they have to be used twice at LV 1, to level to LV 3 they have to be used thrice at LV 3 and so forth.
  276.  
  277. ACQUIRED TRAITS
  278. Modifiers. These are earned by progressing through the story and by demonstration exceptional behaviour such that it becomes an ingrained facet of Kaname Madoka.
  279.  
  280. SPECIALS
  281. Special abilities of Kaname Madoka.
  282.  
  283. WAR AND COMBAT
  284. Given two options, a small scale battle involving several units involves a Tactics Check.
  285.  
  286. The Tactics check is calculated by rolling a d100. If the resulting number is equal to or lower than Madoka's relevant stat plus modifiers, Madoka wins that battle.
  287.  
  288. Personal Modifiers for the Tactics check are listed in the Acquired Traits.
  289.  
  290. Modifiers are applied in this order;
  291.  
  292. 1. Personal/ Situational Modifiers
  293. 2. Defensive Modifiers
  294. 3. Modifiers due to opponent (difference in skill or unit strength/technology)
  295.  
  296. Units use Tactics checks, Armies use Operations checks, (~5 units), Fronts use Strategy checks (~7 Units) and Theaters (~15 Units) uses Logistics checks.
  297.  
  298. Madoka ZERO, Leader Skills: Tactics (45), Operations (40), Strategy (40), Logistics (40)
  299.  
  300. against Wu Zetian, Leader: Tactics (55), Operations (50), Strategy (60), Logistics (55)
  301.  
  302. Madoka ZERO has no Personal Modifiers.
  303.  
  304. Madoka ZERO has been solidly on the defensive for five turns, giving her the maximum fortification bonus of +50%.
  305.  
  306. However, there is a -10 TAC disparity between Madoka and Wu Zetian.
  307.  
  308. Therefore, Madoka ZERO's TAC in this combat is effectively: 45*1.5-10 = 57.5, rounded to nearest unit, 58. This is known as the Target Number, of which the d100 roll has to be lower for Madoka to win the check.
  309.  
  310. d100 is then rolled.
  311.  
  312. Madoka ZERO rolls a d100, getting 53. 53<58, therefore Madoka ZERO successfully defends.
  313.  
  314. Madoka ZERO barely wins.
  315.  
  316. For every multiple 10 points the roll is less or more than the Target Number, there is one Degree of Success or Degree of Failure. These influence opportunities beyond the scope of the roll.
  317.  
  318. Units, armies, fronts and theaters may survive three strikes. Losing after four strikes leads to destruction of the unit, army, front or theater.
  319.  
  320. In situations of extreme plot importance, the QM may opt to forgot checks and just provide highly nuanced options.
  321.  
  322. This system in still in design, so the QM may override it for plot purposes.
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