Welcome to the XXth Holy Grail War of OT. This game is composed of 7 Masters and 7 Servants. The servants consist of the following.

[Saber] [Caster] [Berserker] [Archer] [Rider] [Lancer] [Assassin]

The game ends when: All Servants are killed; All Masters are killed; Only one Master with an active contract to one servant remains. The first two situations result in no-wins; the third constitutes the winners. This is considered at the end of the turn. Should a master have more than one servant by the end of the game, the two servants will be forced into a deathmatch immediately, unless one decides to forfeit. The master may not interfere in any way during this deathmatch, and the servants will be allowed to use separate boards for posting their moves.

This War continues a plot that began somewhere in War 7, behind the scenes, and was thrown into War 10 towards the last few nights and in the epilogue.

Non-Player CharactersEdit

There will be various non-player characters across the map. They can be any surviing master or pre-existing servant from any of the previous Grail Wars, as well as the odd character that hasn't been seen before. They serve primarily as plot devices for story and public updates; namely filler. Some may be combatted though, and the reward for defeating them is one of the first three rewards for having the highest Infamy, but with a duration of only the next turn, or 50% of the restored amount. Servantless masters may also approach one of these NPCs so that they may retire from the gameboard.


To avoid confusion based on the use of certain words in the rules and on statsheets, this section will detail what specific terms mean.

Absolute Damage: This damage can not be avoided in any way short of having someone stand in front of it for you. It is not reduced by any stats, or any skills that reduce damage by a specific amount, percentages, or fractions. Should a skill exist that nullifies damage completely, and that skill is active while absolute damage is involved, the higher ranked skill will take effect. This is the only kind of damage that is not reduced, and thus, any skill that deals absolute damage will be labeled as such.

Parameters/Stats: These are the values for Health, Mana, Strength, Endurance, Agility, Magical Energy, Magical Defense, Luck, and Noble Phantasm.

Buff: Anything that raises your stats, damage, or enable new skills.

Debuff: Anything that lowers your stats, restricts movement, abilities, skills, or anything else that it is normally possible for you to do.

AoE: Area of Effect. Generally used to define attacks that strike multiple people, be it two, an entire area, or the map.

Combat: See the Combat section under Battle.

Hostile: For the purposes of skills, ablities, and your nightly actions, anyone who is "hostile" will be selected according to this: Anyone who has attacked you within the past 10 turns. Make sure to set conditional moves so that you don't attack people you don't want to.

Team: A Team is a Master as well as the Servant(s) he/she is contracted with, and any familiars summoned by the Master, or any servants contracted to that master.

Familiar: A magical being summoned by a character. These are generally not player controlled, and obey their creators orders above all else.

Abilities: The class abilities of a servant or master. These are found under the abilities section of your sheet.

Skills: The attacks and support moves of a servant or master. These are found under the skills section of your sheet.

Everyone: When used in a skill that affects and entire area, 'Everyone' will include all masters, familiars, and servants, unless exceptions are given.

Calculations: When dealing with abilities, skills, or classifications, it will often be stated that any effects happen "After Calculations". The term 'calculations' will refer to the process of (Attacking Stat + Skill Damage x Defensive Value = Final Damage). All of these affects are applied after these calculations, and thus are applied to a poorly named 'Final Damage.'

Moves: Generually used to refer to your Nighty Actions.

Nights: Sometimes called turns. These are the events taking place because of your nighty actions.

Effectiveness: Generally referring to the amount of damage done, health healed, or stat changed, by a skill. 50% effectiveness is half damage, half heal, and only half of the stat raised or lowered.

Active: Skills or Abilities that must be used. The opposite of Passive.

Passive: These Skills and Abilities are almost always in effect, and cannot usually trigger combat to begin.

Stacking and Refreshing: Some skills have bonus effects, and when they have a fixed duration, may be labeled as being able or unable to stack, or refresh. Stacking is adding the effect again, but with the original duration. So if a poison deals 20 damage a turn, and lasts 4 turns, stacking it will deal 40 damage a turn, but it will still last for 4 turns. Refreshing is basically erasing the old affect, and then adding it all over again. Some skills might do both, in which cause it would be possible to stack that poison 4 times, so that it does 80 a turn, and will have a duration of 4 turns from the last time the skill that applies it was used.

Game PiecesEdit



Servants must block for their current master and no other at all times.

The "Listen You!" command spell may be used to get around this, enabling a servant to block for an intended target, or allow the servant to stop blocking for their masters, leaving them vulnerable and able to block for their servant.

Spirit FormEdit

Servants can take on spirit form in order to speed up regeneration and escape harm. While in spirit form, their regeneration is doubled, and no conventional attack or ability can harm them.

Servants in Spirit Form cannot protect their Masters, nor can they use abilities or attack.

Masters can command their Servants to take on or leave spirit form once during their turn; shifting to and from spirit form consumes the servant's support action, and may only be done in the shifting phase.


Scouting is considered the act of a servant leaving their master over an extended distance, where there are greater than 2 spaces between the Servant and the Master. The Servant cannot regenerate while Scouting.

Servants in spirit form who Scout (Moving away so that there are greater than 2 spaces between the servant and master) will lose 20% maximum mana each turn, and be unable to regenerate. This decay in mana is cancelled by returning to Physical Form, or moving so that there are less than 2 spaces between the servant and master.


Neither Servants nor Masters can regenerate health while in combat unless otherwise specified. This effect continues until the turn after combat has ceased.

Combat begins when one character attacks, or uses an active skill to lower the stats of restrict another character in any way.

Characters exit combat and begin regenerating health if they were not struck, or did not strike anyone, with an offensive skill on the previous turn.


Servants are killed once they reach 0 health or mana, while Master's die when their health reaches 0, regardless of their mana.. Servants whose Masters are killed will lose 35% of their maximum mana each turn until they recontract or die. This mana loss starts immediately, and happens at the end of the turn, in the Decay Phase.


At the beginning of each night, all players will regenerate health and mana. This happens before all else. Heath is not regenerated in combat, or the night after being in combat. Regeneration happens at the exact some time as Upkeep. This means that having +25 Mana Regen, but maintaining a skill that requires 30 Mana a turn, will cause a change of -5 Mana; this is different from Regenerating 25 mana, and then paying 30 mana for upkeep.


Targetting MastersEdit

As long as a Master's Servant is present and corporeal, the Master cannot be attacked except by a skill that specifically can strike Masters. Support skills that do not inflict damage can still be used on Masters. Masters may be targeted regardless, but the present servant of said master will block for them by default.

A master without a Servant has nothing protecting them, under normal circumstances.

If a skill has more than one target, it cannot be used to target a master who's servant is present, effectively striking the servant twice.

Servantless MastersEdit

A Master whose Servant is killed can voluntarily leave the War peacefully by seeking the IGM's help, or can continue fighting or aiding their allies.

Consuming MastersEdit

Dead Masters can be consumed by the opposing Servant if desired. A consumed Master restores 50% of the Servant's maximum mana pool.

Consuming a fallen master will use a Servant's support action.


Each Master has a powerful bond with his Servant; the existence of this contract allows the Master to use his command spells and provide prana to his Servant each turn. Masters may break a contract with their servant(s) at the price of one command spells each.

Masters may contract servants freely, as long as the servant is willing, which they will be by default unless a move states otherwise.

Doing so does not gain the contracting master any command spells.

If all of the command spells possessed by a master are used, the contract still remains, but barely.

The servant of said master will not regenerate health or mana, and is not able to Scout without risk, and doing so will cause decay as if their master had died.

This servant is also able to form a new contract with another master at any time.

Ownership of Command SpellsEdit

These are the ultimate commands given by Masters to Servants.

As above, creating new contracts does not increase the number of command spells.

Only one command spell can be used per turn.

Taking the command spells from a dead Master, or giving command spells to another player is not possible in this War.

Multiple ServantsEdit

Should a Master happen to form contracts with more than one Servant, his/her ability to provide them mana decreases substantially.

  • With 2 Servants, a master will regenerate only 10% or their usual amount, and all of their skills will lose 20% of their efficiency. This means a master with 22 Mana regen will regenerate only 2.2 Mana a turn, an attack dealing 50 damage will only do 40 (This DOES effect absolute damage) and a debuff that causes the target to take 20% more damage with be reduced to 16% more damage.
  • With 3 Servants, a Master will lose their mana regeneration entirely, and will actually lose mana at a rate equal to their regeneration, and all of their skills will only function at 50% efficiency. This means that the same master will lose 22 mana a turn, an attack dealing 50 damage would deal 25, and the skill increasing damage taken will be reduced to 10%.
  • With 4 Servants, the drain on the masters energy is so great that it pulls at their life force, causing the master to be unable to act and losing health and mana equal to their regeneration every turn.

A master with multiple servants may place any number of those servants into spirit form, and doing so will temporarily remove the effects of having multiple servants on that master, according to the number of servants in spirit form.

All of the effects outlined above effect every servant contracted to the same master. To be clear, incoming damage and effects are not affected by these rules.

The GameboardEdit

Welcome to Rokkenjima. It's a nice little island. Don't listen to what they say about the curse. We're pretty sure that's over with; though, you might want to watch out: more closed rooms appear as the story progresses. Players may find that in the late parts of the game different rooms and areas become inaccessible. There are only five master keys, and Ange has them all. The difficulty depends on how you've played until this point. Surely you couldn't lose~

  • A special note to all players, is that there are no civilians in this war. This island is abandoned, after all.

Rokkenjima Tour Map

The Ocean and Coastal AreaEdit

This war is introducing a new kind of landscape, and that is water. The Ocean is an available place to move, and is connected to all 'Coastal' areas on the map, highlighted in blue. A player may not enter the ocean or pass through it unless they have an ability that allows them to.

Anyone moving through the Ocean, staying in the ocean, or staying in a coastal area, will be classified as "Water" unless they are currently flying. Being in a Coastal area will cause the victim to take only 10% more damage from electric attacks. Victims in the Ocean will take 20% more damage, as described by the Water classification.

Players may consume their support action while at the Docks, Private Docks, or Shrine to hire a ferry to allow themselves to move to any of the previously mentioned areas without crossing the Ocean.

It is possible to reach any other coastal area by traveling through the ocean while using a ferry.

Characters with Riding may simply take a rowboat, do not have to use their support action, and may bring their master/servant with them; neither one using their support action.

All players using the Ferry must pay their support action. Each area moved to will still consume one of the character's two movement spaces.


This war is reintroducing a somewhat new, yet not really, kind of landscape, and that is the sky. Those with the ability to fly will be considered to be 'On the ground' unless they specify to fly.

Flying also allows the user (as well as his/her master, if the user is a servant) to move onto, and through, the Ocean. Flight is impossible, however, while in the Ushiromiya Mansion or the Hidden Passage.

Flying while in combat has certain benefits/penalties, all of which are applied after calculations.

Ground to Air Combat.Edit

Any skill classified as Physical (With no additional Magical or Ranged classification) will deal 20% less damage.

Any skill classified as Magical (With no additional Ranged classification) will deal 10% less damage.

Any skill classified as Ranged will deal 20% more damage.

Air to Ground CombatEdit

Any skill classified as Physical (With no additional Magical or Ranged classification) will deal 10% more damage.

Any skill classified as Magical (With no additional Ranged classification) will deal 5% more damage.

Any skill classified as Ranged with deal 15% more damage.

Air to Air CombatEdit

Any skill classified as Physical or Magical (Or both, but with no additional Ranged classification) will deal increased or decreased damage according to the difference between the the attacker and target's Flight Rank.

For every rank the attacker's Flight is higher than the target's, the attack will deal 5% more damage. (A would get a 10% increase against C, and a 15% against D, but only 5% against B, and 0% against A).

For every rank the attacker's Flight is lower than the target's, the attack will deal 5% less damage. (D would get a 5% decrease against C, and a 15% decrease against A)

Any skill classified as Ranged will deal normal damage.

  • A note: A skill that is Physical, yet is also a Magical Effect is considered purely physical, as far as Flying is calculated.

Locations of NoteEdit

Ushiromiya Mansion - The main mansion of the Ushiromiya family, Ange has allowed it to become a hotel of sorts to the tourists on the island. Combat happening in the Mansion will be heard by anyone else inside, and consists of four separate areas, circled by a black box on the map. Kinzo's Study - The secure room of the Former Head within the mansion, there is only one way in. Those inside may leave through the way they came, or re-enact Kinzo's escape and leap out the window, ultimately landing in the Rose Garden.

Docks and Shrine - Rokkenjima is no longer the same as it once was, and outsiders may be found on the island treating it as some kind of attraction. This has attracted the work of a ferry which will take passengers to or from the Docks, Private Docks, and Shrine. Participants may take the ferry (or their own row boat) to travel between these points. Doing so consumes a Support Action action for each passenger and also counts towards moving one of the two available spaces per night.

Ocean - The ocean is connected to all places on the map marked with a blue border. Movement is possible between two coastal locations as long as someone possesses the ability to swim or pilot a boat, treating the ocean as an intermediary.

Dining Hall and Jail Cells - At the end of every turn that is a multiple of 5 (Nights 5, 10, 15, 20, 25, 30...), a series of holes will open in the Dining Hall floor during the Decay phase. These holes will transport anyone present in the Dining Hall to the Jail Cells immediately. Damnit, Gaap!

These are not the only areas on Rokkenjima however.

Command SpellsEdit

Masters can use command spells: special abilities that precede all moves in the turn order.

A Master has access to three command spells and, unlike some previous wars, you may not plunder a Masters corpse for command spells. Once the third command spell is used, a master's current contract with his/her Servant is broken (For details, read the Contract section under Masters)

'Stand Fast': Increases the Servant's Endurance and Magical Defense to EX for the turn, but lowers Strength and Magical Energy by 1 rank and -- for the duration.

  1. 'Tear Them Apart!: Increases all Servant parameters by 1 rank and 1 '+'. A-Rank stats instead gain ++. Lasts until end of combat. This command spell will not stack onto itself.
  1. 'Recouperate': One's Servant is immediately put into spirit form, regardless of other abilities that might prevent it.
  1. 'Show 'em Your Moves': One's Servant protects a specific target from enemy attacks defying any sense of logical movement, taking all damage aimed at that target. It still protects its Master at the same time. This effect lasts until cancelled.
  1. 'Be here. Now': The Master can use a command spell to summon their Servant to their current location, and in physical form, from anywhere. The Servant is removed from any battle they're engaged in during the command spell phase.
  1. 'Walk it off': Remove any debuffs affecting your Servant.
  1. 'Listen You!': You can use a command spell to give an absolute command to your misbehaving Servant, and they will be forced to obey to the extent of their abilities. The duration for one use of this command spell lasts for a maximum of 2 turns, beginning on the turn used.
  1. 'Just Die': Commands a contract servant to end their life immediately. To be used on radically misbehaving servants.

Reactionary FunctionsEdit

'Stand Fast': This command spell may be used as a simple buff. But it may also be used upon being attacked by a certain attack (eg Set Reaction: Command Spell: Stand and Fight! if Starlight Breaker is used against us). However, all damage that would be done beforehand will not be affected by the Command Spell.

  1. 'Tear Them Apart!': Works only as a static buff and may not be set as a condition to anything. It can be delayed, but not as a reaction to being attacked.
  1. 'Recouperate': This may be used as a reaction to being attacked, the arrival of Player X, or to any specific skill. However, this leaves the master vulnerable to the incoming attacks.
  1. 'Show 'em Your Moves': May be used as a static buff, or as a condition if more enemies appear.
  1. 'Be Here. Now': This is a reactionary command spell by nature. May be set to bring a wayward servant directly to you, and in physical form.
  1. 'Walk it off': This is a set action and may not be used as a reaction. In fact, this may only be used in the Command Spell phase
  1. 'Listen You!': This is a set action and may not be used as a reaction. In fact, this may only be used in the Command Spell phase
  1. 'Just Die': May only be set as a reaction to a Servant attacking their master and cannot be used under normal circumstances.


It is possible to form an alliance between two teams. Allied teams gain the benefit of helping one another out, and using specific skills on one another.

Red used in the logic game must be abided by. Be wary~


Communication between different Teams is only permitted if they are in the same area as one another. A Servant/Master pair may communicate at any time in their personal topic.


Movement range is up to 2 spaces, unless otherwise specified. Because of the range of movement, when a move is made for each night, you should also post the path you are taking if there may be more than one.

Those with the highest agility move first. In the event of tied agility, both teams will move according to luck. Two teams passing through the same area will not meet each other unless their agility and luck are tied, since this wouldn't happen at the same time otherwise. However a team passing through an area in which another team is current in may:

A- Be stopped by that Team by being attacked.

B- Stop there instead and proceed to attack the team present.

C- Attempt to pass through peacefully. If attacked, See: A, then B.

Alliance offers must be ignored to pass through an area, and are by default.

You cannot move, take an action, then move further.

Master/Servant pairs move according to the partner with the highest values while together.

Movement does not happen in the normal phase while in combat, and is instead referred to as fleeing.

Any combat delayed to happen after moving will happen after ALL players in the War move to their chosen location.

This means that If Lancer is in area X, Caster enters and tries to attack him, then he simply leaves the area.


While fleeing, servants and masters take 15% more damage from all sources.

A fleeing character is able to attack however, but will deal 15% less damage.

It is not possible to flee if you've already moved

Even if you have not moved, you cannot flee on the first turn of combat.

  • If Saber rushes in and attacks Caster on Night 1, Caster cannot flee that turn.
  • If Caster flees on Night 2, and encounters Lancer who begins to attack Caster will be able to flee on Night 3, as combat has not ended, but they've already fled once.
  • If Caster runs and encounters no one on Night 2, they are still considered in combat on Night 3 anyway, and may flee on Night 3 if they encounter someone again.

Masters may flee on the first turn of combat if they have not moved and do not have their servant present.


Attack order is determined by Agility first for all situations. In the case of tied Agility, Luck is to be used as a tie-breaker. Should Luck also be tied, the order shall be simultaneous.


There are two kinds of damage in this war. Normal damage, and Absolute damage.

Normal damage is usually reduced according to its classification. Physical being reduced by Endurance, and Magical being reduced by Magical Defense. Though it is possible for other stats to reduce damage, in which case they will be specified in the skill description. Absolute damage is not reducable by any normal means, and will always be labeled as being Absolute.

Skills that reduce Absolute damage will be labeled as doing so.


Moves take place based on the following table, with the order within each category determined by the individual Agilities.

Neither Servants nor Masters can regenerate health while in combat unless otherwise specified. This effect continues until the turn after combat has ceased.

Combat begins when one character attacks, or uses an active skill to lower the stats of restrict another character in any way.

Characters exit combat and begin regenerating health if they were not struck, or did not strike anyone, with an offensive skill on the previous turn.

The below MetaPhases contain many separate phases, each one occuring in the order of Left to Right, Top to Bottom.

  • MetaPhase 1: Regeneration and Upkeep -> Command spell -> Normal Movement
  • MetaPhase 2: Support Noble Phantasm & Support skills
  • MetaPhase 3: Noble Phantasm & Offensive skills.
  • MetaPhase 4: Fleeing -> Shifting
  • MetaPhase 5: Decay


Actions in battle may be delayed, but only as far as the end of the Offensive skills phase, as if the user had E---- Agility and Luck.

This means that you may choose to postpone your attacks until after you are attacked first, or until a certain event happens. This is done by setting conditionals.

A condtional MUST be set according to what your character would be able to determine.

It is impossible to tell if you are about to be attacked, how much health the enemy is going to have, or what the effects of a skill would be unless you were effected by it in the past.

Actions cannot be set to happen in the middle of another person's actions.



Servants are capable of using both a support skill and an offensive skill within a single turn.

Masters can only use one ability as well as one one command spell, for two actions total each turn if desired.


Probability and chance are not used in the calculations of this war.

There exists the small possiblility of the odd skill which employs the use of probability.

Should these skills exist they will be very limited in their scope and maginitue.

Basic Attacks (CQC)Edit

Servants can, instead of using an offensive skill, attack with a regular melee attack against one target.

They can choose to use either physical or magical attacks.

CQC is calculated as 15 + (0.1 x Offensive Stat)

CQC is ranked as E by default.

Offensive stats MUST be either Strength or Magical Energy.

Multiple HitsEdit

Multiple basic attacks are capable based on Agility.

During the offensive phase, 1 attack, a skill or CQC, can be used as well as basic attacks based on Agility.

1 ranks above allows 1 basic attack in conjunction with any skill used, with the number of attacks increasing depending on the gap between the attacker and defender's agility according to below.

If Lancer has A+ Agility, and Caster has C++ Agility, then Lancer would get 1 extra attack on Caster after his/her inital attack.

The number of extra attacks a character gets while attacking is calculated against the target they are currently hitting.

If Lancer is to aim for Caster's master, but then Caster tanks his/her attacks as is natural, Lancer will strike Caster with his/her skill and then the extra attack that Lancer gets against Caster.

If, however, Caster dies from the first extra attack, then Lancer will not continue to attack his chosen target: Caster's Master.

This means that Extra Attacks will only be calculated once.


Doesn't exist here! Aren't you happy? Gyahahahahahahaho


The parameters of characters determine their capabilities, their strengths, and their weaknesses.

Parameters may also be amplified through skills, gaining subranks, or '+'s; a Servant can only have +++ in a single parameter. ++++ results in a full rank increase. A "-" merely removes one +, if any are present.

Once A Rank is attained, no amount of subranks will cause an increase to EX Rank. Also, a maximum of 4 '+'s are possible for A Rank Strength and Magical Energy, with a maximum of 9 '+'s possible for A Rank Endurance, Agility, and Magical Defense.

Damage: This is calculated according to the parameters (often referred to as stats) listed below. The damage formula used for damage calculations is here:

[(Base Damage + Rank Value) x Defensive Rank value = Final Damage]

Health: The health of Servants and Masters; naturally, one dies if it reaches 0. The second part of one's health stat determines how much health is restored per turn resting. Health regeneration increases for servants if in spirit form.

Mana: The amount of energy available to either a Servant or Master. Servants with 0 mana are considered dead, and may not return except through specific means. The second part of one's mana stat determines how much mana is restored per turn resting. Mana regeneration doubles for servants if in spirit form.

Alignment: Alignment refers to the general personality and morals of the character. The Good - Evil spectrum defines a character's morality, while the Lawful - Chaotic demonstrates his willingness to obey laws in his actions. A character that is 'True Neutral' is neutral in both Good-Evil and Lawful-Chaotic. Classification: Any classifications the character falls under. This is usually human, but could be anything from Animals and Undead/Demons, to Divine Beasts or Items.

Strength and Magic: The damage done by Servants in Combat. Any abilities using other stats as a base for their attacks (ie: Attack X uses Agility as it's attacking stat, and is reduced by Luck) will have the attacking and defending stats correspond to these charts, fitting in according to their rank. Unless otherwise stated, all attacks classified as Physical will be reduced by Endurance. All attacks classified as Magical will be reduced by Magical Defense. As stated under Damage, this is subject to change depending on the skill.

Offensive Rank Values

E: 10

D: 15

C: 22

B: 33

A: 45

EX: 100

Each + gives a 10% increase, each - a 10% decrease.

Defensive Rank Values

E: 0.95

D: 0.85

C: 0.75

B: 0.65

A: 0.55

EX: 0.30

Each + gives a 0.025 decrease, each - a 0.025 increase in value

Agility: Agility is used to determine attack order, with the higher Agility moving first. Servants get extra melee attacks per turn equal to a difference of 1 rank.

Luck: Acts as a tiebreaker in the case of tied agility.

Noble Phantasm: Servants possess this parameter as well, which reveals approximately how powerful one's Noble Phantasms are. It has no other effects, and is exempt from any stat altering techniques.

Sub RanksEdit

Generally referred to as either a "+" or a "-", sub ranks are used alongside most parameters.

Four sub ranks of one variety will cause a change in rank. Strength:B+ will become Strength:A, if '+++' is added. Oppositely, it will become Strength:C+++ with the addition of a '-'.

Once A Rank is attained, no amount of subranks will cause an increase to EX Rank. Also, a maximum of 4 '+'s are possible for A Rank Strength and Magical Energy, with a maximum of 9 '+'s possible for A Rank Endurance, Agility, and Magical Defense.


These are the class abilties given to servants such as Independant Action, Riding, Battle Continuation, Vision, Mad Enhancement, etc. The abilities section also encorporates some extra abilities that are generally original to the OT-Wars, especially for masters.


Skills are the active abilities possessed by Servants and Masters. Certain skills do damage, along with other effects.

Skills may be of the Support, Anti-Personnel, Anti-Army, or Anti-Fortress classfications.

Support skills are buffs, utilities, and sometimes debuffs.

Anti-Personnel targets up to a few people.

Anti-Army skills target a large number of people.

Anti-Fortress skills target the area itself, and thus, everyone in it.

There has also been other Anti-X type skills in the past.

Some skills may affect the targets' stats or abilities in some way.

The effects of skills such as this are immediate, and deplete at the end of turn (or later, with specific durations).

Any skill that causes a change in the user of the skill functions identically.

Supportive skills that do either of the above functions will also function like the above examples, taking effect immediately and ending at the end of the turn listed.

Example: An effect with a duration of 3 turns is inflicted on a servant on Turn 4. The effect is in place for Turn 4, Turn 5, and Turn 6, then depletes at the end of turn 6 after all other actions, in the decay phase.

Classifications are, as the name states, how your skills and selves are classified.

Physical skills are reduced by Endurance, and Magical skills are reduced by Magical Defense; unless otherwise stated. Magical Effects are moves that use magic, but are not necessarily Magical in the way their effect takes place (Conjuring a sword, then slashing with it, for instance).There may exist other classifications, and there may also be exceptions to the above statements.

Here are two samples of what skills will look like.

Homerun Swing (5)
Rank: C
Type: Anti-Personnel
Damage: Strength + 15
Maximum Targets: 1
Classification: Physical
Description: Hits the target with a bat. Really hard.

Fireball (25)
Rank: B
Type: Anti-Personnel
Damage: Magical Energy + 25. 30% Damage done over 2 turns.
Maximum Targets: 1
Classification: Magical. Fire.
Description: Shoots a fireball at the target. Causes the target to burn for 30% of the damage caused, spread over the next two turns, beginning the turn after use. This effect does not stack, but will refresh itself, replacing the old damage with the new damage, but only if the new damage was higher.



Generally an attack that causes physical harm to the victim.
Physical Effect A buff, debuff, or ability that affects the physical properties of the target, be it strengthening muscles, or hamstringing an individual.
Magical Generally an attack that is both conjured and resisted magically. Think glowing and painful.
Magical Effect Magical buffs, debuffs, or other effects that are not physical in nature, even if they were to make the target stronger.
Ranged An attack that travels over a distance. Ranged attacks hit flying foes normally, and may strike anyone in the user's range of vision.
Priority A skill that goes before all other moves in a turn. If two priority moves are used, the higher agility goes first.
Restorative A skill that restores health, or mana, to the target/user.
Absorption A skill that restores health, or mana, to the user while striking a target.
Summoning A skill that brings forth a weapon, creature, or presence.
Transformation A skill that causes the user to change shape, possibly unlocking abilities.
Bounded Field A magical field that could have any effect.
Reality Marble A personal reality forced upon the world. May not be exited or entered under any means, and could have any effect.
Barrier A protective barrier, be it magical or physical in nature, that reduces damage in some way.
Trap Something that triggers when someone who does not know of its existence. Could have any effect.
Escape A skill that enables the user to leave the area.
Animal An animal, or somewhat normal, animalike creature.
Human Your generic average or supernatural human.
Mechanical A robot, cyborg, contruct, or mechanism of some kind. They take extra damage from Electrical, but using Absorption skills against a mechnical target will restore nothing to the user, unless they too are mechanical.
Item A physically held object.
Demonic Beast Classified as an animal and a demon both.
Divine Beast Classified as an Animal and Holy.
Demon/Spirit/Undead Otherworldly beings of generally magical creation, and not sanctioned by a higher power.
Fire A skill taking effect with Fire. Fire damage is increased by 20% when used against Ice based targets.
Water A skill taking effect with Water. Water damage is increased by 20% against Fire based targets.
Earth A skill taking effect with Earth. Earth damage is increased by 20% against Electical based targets.
Electrical A skill taking effect with electricity. Electrical damage is increased by 20% against Water and Mechanical based targets, as well as those in the Ocean. Deals 10% more damage against targets on coastal areas.
Ice A skill taking effect with Ice, or Cold. Ice damage is increased by 20% against Flying targets.
Holy A skill taking effect with divine power. Holy damage is increased by 20% against Undead, Spirit, and Demon targets. Servants are not classified as Spirits.

  • All damage increases are applied after calculations.
  • Targets affected by a Barrier, Buff, or Debuff that possess a certain element will be Classified as that element as well. ie: Servant X puts up an Electrical defense. Servant Y strikes Servant X with an Earth based attack, and deals extra damage as a result.

Reality MarblesEdit

Reality Marbles may or may not exist in this war. Unless otherwise stated, all Reality Marbles prevent entrance and exit from the area they are cast/placed in and cannot be replaced by any means. Multiple reality marbles may exist in one area, and are detectable by servants only. Bounded Fields may or may not do this, and it depends on the skill description whether or not they do.


Narration is being handled differently in this war than in the past.

Observing the events on the island will be the IGM and their companions. They will converse about the happenings around the island, with hints hidden in their speech as to certain things. These conversations will happen as the night carries on, and the use of a noble phantasm that would logically be viewable across the island will activate a "cutscene" of sorts. This will take the focus of the update, causing the events happening to become public knowledge.

Personal story updates will be in use, and shall be carried through to the bitter end. These updates will take place during the night, and will be "as it happens".

Update ScheduleEdit

As the only one doing the Status Updates, Varakanok has to take a schedule that fits himself. This entire section is currently subject to change.

Moves will be due at 6pm AST (GMT-4).

Currently, this will allow immediate Status Updates, as well as an open window to answer questions over the next 8 hours. There is a small window to answer questions and give reminders to the players for roughly 1 hour before the deadline.

Instead of a fixed update schedule, there may be a 24 hour update schedule implemented. This means that after the initial deadline, moves will be due 24 hours after you recieve your status update, every night. This could be the most likely option, but things are murky currently.

Game Master Services | InfamyEdit

Each team will compete each week to be a the top in the rankings for Infamy. Infamy will be relevant to damage done, and partially relevant to damage taken. The team ranking highest in this system will get their choice of reward, which are as follows.

  • Access to hidden passageways for the first 3 turns of the new session.
  • The ability to ignore movement range and path taken once during the next 3 turns..
  • A restoration of 50 health and 50 mana to both the master and servant (recipients in combat will have the restoration take place once combat has ceased)
  • The refunding of a command spell. The number of total command spells on any master may not exceed three.

Infamy is calculated each turn, and then tallied and cleared every week.

Infamy is calculated for an entire team, and both the master's and the servant's have seperate values that are added together for the tally.

Infamy is only calculated for damage that is taken from, or dealt to, characters on separate teams.

The tally is done at the end of turns 7, 14, 21, 28, 35, and 42, at which point Infamy is cleared and the winner is declared and given their reward.

  1. Should there be a tie for winner, the rewards will go to the team who began battle earliest in the cycle.
  1. Should that also be tied, it will go to who earned the most Infamy on turn they began combat.
  1. If somehow this too is tied, then it comes down to who dealt the most damage, as Infamy is rounded while being calculated.

Reward effects will take effect on turns 8, 15, 22, 29, 36, and 43.

The first two rewards will expire at the end of turns 10, 17, 24, 31, 38, and 45.

Infamy is calculated as such.

X = Damage Deal + Half damage taken.

X< = 20: 0 Infamy

20<X<=45: 1 Infamy

45<X<=95: 2 Infamy

95<X<=120: 3 Infamy

120<X<=145: 4 Infamy

145<X<=170: 5 Infamy

X>170: 6 Infamy

The Logic GameEdit

The logic game will be monitored and overlooked.

Blatant lies in red, as well as Identity Evasion when the correct Identity is proposed in blue with sufficient basis, are not allowed.

Breaking this rule will result in a non-evasive answer, in red, from a GM.

You will be warned the first time, answered for the second time, and from thereon out, will have information revealed about your character by the GM for each violation, working from the top of the sheet down


We accept that in situations, what you "know" to be true can actually be wrong.

Instances of this will not be penalized, but left to our judgment.

Noncombatants are allowed to post blue, and participants of the War are still obligated to answer these claims.

If you do not wish to participate in the logic game, do not answer nor post any blue.

If you do, you shall be considered engaged, and have a responsibility to continue.

Final word is always that of the GM.

Players are not allowed to use Gold Text, only red and blue.

The use of counter blues is not allowed at this time, due to the improper use of counter blues in the past, and in hopes of keeping a progressing logic game, like in earlier wars.

  • The only valid red is the red used in the Public Topic, where the entity of the 'Truth' is in the public view. This means no Freetexthost or anything like that. If you come to a red, binding agreement, everyone has to see it.

Counter BluesEdit

Shall not generally be allowed during the logic game. However, if a GM is currently available, they will announce themselves as so in the public topic and will begin moderating the basis used for blues and counter blues. They will also announce when they are leaving, so that it is known that counter blues will not be viable any longer.


  • At no point in this game will hidden characters be introduced. There will only be 14 players in this game. There may be events, however, that seem contrary to this. These events take place for a reason, and it is asked that players and observers do not jump to conclusions. Think thoroughly before acting, when at all possible.
  • Also of note, is that at any time if a player's sheet contradicts the rules, the sheet yields more authority.
  • Should a GM make a snap judgement regarding a question or issue, but the rules contradict this, the rules are correct, as they are public knowledge: The conversation between you and the GM is not.
  • No turns or actions will ever be redone under any circumstance. The original choices made will persist, even if a night is entirely recalculated.
  • Nighty moves will be taken literally. Be mindful of the language used, and do not be afraid to ask the GM what they think of your nightly action. We will not instruct you as to what you should do to improve it, nor will we make you aware of anything you're missing unless we feel it is our personal fault through the nighty update. Clarification by the player may be requested in the case of complicated situations, or very unclear wording.

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