Designed by Randerith and Tactician J, this War fears nothing in its unorthodox attempts to bring both gameplay balance and plot to a higher standard.
A number of rules from previous Wars have been added here as well, though some of them have been modified.
As of 9/5, the current version of the rules:
To have a wish, and to pursue it... that is the meaning behind the Holy Grail War: the struggle for a sacred object capable of fulfilling the one true want of its possessor. As long as the concept of opinion exists, so, too, will conflict; being the one known item that can convert opinion to absolute fact, the Holy Grail has captured the interests- and has subsequently led to the downfalls- of a vast number of people throughout history.
There is no shame in asking for aid in order to accomplish a goal; the Grail, recognizing this, has granted those worthy to claim it with "Servants": famed individuals from the past, present, or even future that are meant to help their new partners subdue the competition. Should a Servant fulfill that goal, the Grail will grant their wish as well. The Servants of this War happen to originate from anime, manga, light novels, visual novels, JRPGs, and the like, so their identities should be discernable to the careful observer.
Something is amiss in this particular War; a number of unusual artifacts have found their way into the set stage. The Grail itself is also acting unusually impatiently for being the host of an activity such as this...
- By participating in this War, a player has sworn to generally be civil to both the other players and the GMs. Trolling, lies, deceit, chronic backstabbing disorder: anything's allowed and then some, as long as such actions are not aimed at the GMs. The only requirements are to:
- answer the GMs' questions honestly.
- not light fires in the main topics.
- not directly cheat this system.
- These rules may form the foundation of this War, but the individual sheets of the characters hold greater priority. The word of the GMs overrides both the rules and the sheets, but they will do their utmost to make sure that said possibility stays that way.
- Any edit to this page not made by either Randerith or Tactician J will be considered unofficial and will be reverted immediately, regardless of whether or not either aforementioned user had confirmed it.
- No player is allowed to reveal the sheet, skills, or status of any character through any means under any circumstances unless they were given explicit permission by both GMs; this is to prevent any advantages a player might gain from revealed information. The GMs will reveal all sheets promptly and (near-)simultaneously after this War ends.
- If you have a question, ask. The GMs will answer any and all questions sent their way, but they reserve the right to remain silent if the answer would compromise a character's sheet.
- At the end of a Turn, this War will reach its conclusion if one of the below conditions is met:
- A team that comprises one Master and exactly one Servant remains on the battlefield, and all other Servants are dead.
- All Masters are dead.
- All Servants are dead.
- All Masters and Servants are dead.
Some of the below sections, marked by asterisks (*), have an example given at the end. Barring that, an FAQs page is currenly being constructed.
All are asked to enjoy their time in this War; what's the point in playing a game if you aren't having fun?
The seven recognized participants of this Holy Grail War are considered Masters. Each Master has a specialized set of skills that is meant to help them win this War with their initial Servant. Oddly enough, these particular Masters are almost as capable of feats as their Servants!
Each Servant falls under a category which provides a rough estimate of their strengths and weaknesses and reflects details they were famed for in their original lives.
A skilled close-combat warrior, known as the most balanced class. This class tends to also be the most powerful class, and many Sabers have won previous Wars. Has unusually high resistance to magic. One of the three Knight classes, alongside Archer and Lancer.
A fighter that is capable of many ranged and long-ranged attacks and excels at scouting and attacking from a distance. They are normally ranked third in terms of magic resistance, after Lancer. One of the three Knight classes, alongside Saber and Lancer.
A warrior known for their extreme speed in battle; "Hit fast, hit true, hit hard" is their motto. Their magic resistance is normally second only to a Saber's. One of the three Knight classes, alongside Saber and Archer.
A warrior that rides either a form of beast or a machine into combat. Multiple Noble Phantasms are known to be at their disposal.
A fighter that is able to, at the cost of their sanity, enhance their abilities, which subsequently increases their close-range damage output and survivability. Most individuals of this class are quite stubborn. A one-on-one duel against this class is not exactly the wisest of ideas...
Though this class has the lowest overall stats amongst the seven main classes, they have the ability to avoid detection. As an opportunistic warrior, the battlefield isn't the only place where they can wage war...
A fragile fighter that excels in dealing magical damage. Usually a rearguard asset, this class is meant to take advantage of the neglected resistance values of their foes. Of the main seven classes, this one is the only magic-oriented one.
Characters may possess the ability to summon other unique characters with special abilities. Familiars will not intercept any attack aimed at their summoner unless commanded to. Familiars will automatically transmit what they detect to their summoner, though the level of detail can vary greatly; they might transmit only the number of characters they detected inside their position and nothing else.
Appearance and BackgroundEdit
Each character's attire and physical traits comprises their appearance. Other characters who detect them will receive a general version of this information.
No player is allowed to request for their character's appearance to be changed.
A brief history of each character will be revealed here; this is meant to guide any player unfamiliar with their character into understanding their role. The simpler way would be to look up that character's origin, but there's no harm in reading this section, right?
A character's capabilities are colloquially referred to as their "stats". However, the stats of a Servant are on a completely different level from those of a mere human mage.
Determines a character’s current stamina. Attacks will decrease Health over time. If a character’s Health reaches 0 or below, they will die. All Servants and all Masters possess roughly the same maximum Health. Maximum Health for Servants and Masters is set at 300 for this War. Familiars may have any amount of Health.
Determines how quickly a character’s body recovers from injuries. This stat varies across the board.
Determines the amount of magical energy that a character is able to access. Most skills will consume part of the user’s store of Mana. Because Servants are magical beings, if their Mana reaches 0 or below, they will die; Masters and familiars will only not be able to activate certain skills. This stat varies across the board.
Determines how quickly a character recovers their store of Mana, thus allowing additional usage of skills. This stat varies across the board.
Abbreviated as STR, this stat measures a character's ability to inflict physical damage on their opponents. The higher a character's STR, the greater the damage they can inflict with physical skills and direct strikes.
|STR Rank||STR Value|
Each subrank ("+" or "-") is equivalent to 0.03 (3%).
Abbreviated as END, this stat measures a character’s skill at resisting attacks. The higher a character's END, the less damage they will receive from physical blows.
|END Rank||END Value|
Each subrank ("+" or "-") is equivalent to 0.02 (2%).
Abbreviated as MAG, this stat measures a character's ability to inflict magical damage on their opponents and how capable they are at casting spells. The higher a character's MAG, the greater the damage they can inflict with spells of most sorts.
|MAG Rank||MAG Value|
Each subrank ("+" or "-") is equivalent to 0.03 (3%).
Abbreviated as RES, this stat measures a character’s skill at shrugging off magic. The higher a character's RES, the less damage they will receive from magical attacks. Only the Knight classes tend to have high RES.
|RES Rank||RES Value|
Each subrank ("+" or "-") is equivalent to 0.02 (2%).
Abbreviated as AGI, this stat measures a character’s speed. The higher a character's AGI, the faster they are able to move both in and out of battle and the greater the chance of them obtaining additional blows.
|AGI Rank||AGI Value|
Each subrank (“+” or “-”) is equivalent to 0.3.
At the beginning of a Turn, if the difference in AGI values between a character and their opponent is 2 or more, the character with the higher AGI value gains one more AP. This effect will not be shown in their status, so their player should prepare a conditional beforehand that would take this effect into account. If a character is in battle against more than one opponent, the highest individual AGI value amongst those opponents is used.
Abbreviated as LCK, this stat measures a character’s luck. It is unknown how this is measured, but it seems as though certain factors base themselves off it, and particularly lucky people will avoid receiving status effects from skills. This stat is also used as a tiebreaker in determining the order of actions.
|LCK Rank||LCK Value|
The total value of a character's LCK subranks is calculated by this formula:
0.25 * 2 ^ (Number of Positive Subranks - Number of Negative Subranks)
At the beginning of a Turn, if the difference in LCK values between a character and their opponent is 3 or more, during that Turn, non-Special damage inflicted by the character with the higher LCK value increases by 25%. This effect will not be shown in their status, so their player should prepare a conditional beforehand that would take this effect into account. If a character is in battle against more than one opponent, the highest individual LCK value amongst those opponents is used.
Each Servant possesses at least one special skill of astonishing power known as a "Noble Phantasm", abbreviated as NP. A Servant's NP rank measures the overall effectiveness of their Noble Phantasms. This stat is special and is not considered with the main six stats for the purpose of skills. A Noble Phantasm's subranks only mean that it is not quite the same strength as its base rank, but that difference isn't great enough to constitute a full rank.
Equipment and CatalystsEdit
Characters are able to equip any item they have. Other characters will detect an equipped item as part of the holder's appearance. An item might require the user to have it equipped in order to use it. Equipping or unequipping an item is considered a free Prepared action.
Some items are considered "catalysts". A skill might require the user to have a specific catalyst equipped in order to activate it. Each character can only have up to two catalysts equipped at a time.
Actions, Delaying, and ConditionalsEdit
It is possible for a character to make several actions in a single Turn, depending on the costs of each.
At the beginning of each Turn, each character gains a number of Action Points, abbreviated as AP, listed on their sheet and one Support Point, abbreviated as SP, to spend on actions. They may also gain or lose AP depending on skill effects and AGI. Even if a character's AP is affected at some point during a Turn, that effect will not apply until the Turn following that change. At the end of each Turn, any remaining AP and SP each character has will be consumed. Some skills might not consume any AP or SP, though most skills in general still have limitations on use. Because their summoning occurs after the beginning of the Turn, familiars will not have any AP or SP during the Turn in which they are summoned.
At the beginning of each Turn, each character also gains two Move Actions. Activating a skill that has a cost of "Full Turn" consumes the user's Move Actions for that Turn. At the end of each Turn, any remaining Move Actions each character has will be consumed.
A cost of "Combat Round" requires the user to not make any other action during the combat round. A cost of "Full Turn" requires the user to, aside from scouting, not make any other action during the Turn.
Most actions can be delayed to a later point in their respective phases- or even to a later point in the combat round. Within a combat round, a character's action can be delayed to any point that is later than its normal occurrence; within a phase, to any AGI value that is less than that character’s own. If two or more characters are delaying their actions to the exact same moment, the action that will occur closer to that moment will be determined by the same conditions that are used to prioritize Turn order.
Players are able to set conditions to any of their actions. The basic foundation of a conditional is:
- If this action occurs, this character will do this action.
- If this action does not occur, this character will do this other action.
A player can use any condition as part of a conditional as long as it would be apparent to them and/or their character. Examples of illegal conditionals will also be provided.
The key to winning a conflict is cleverly using whatever's available.
Max Number of Targets:
Type of Target:
Name: The name of the skill.
Rank: A rough estimation of the skill’s effectiveness.
Type: The skill's type.
- Passive: A skill that activates instantly, affects only the user, and is not considered an action. - Instant: A skill that occurs during the Instant Phase. - Surprise Attack: A skill that occurs during the Instant Phase, and renders targets unable to act against the user during that Turn of battle. If a target detects the user, the skill will be canceled, and all activation costs of that skill will be refunded to the user. - Support: A skill that occurs during the Support Phase. - Anti-Unit: A Combat Skill that targets one character inside the user's position. - Anti-Fortress: A Combat Skill that can target more than one character inside the user's position. - Anti-Army: A Combat Skill that targets every character inside the user's position. - Anti-Civilization: A Combat Skill that targets every character on the battlefield. - Prepared: A skill that occurs during the Prepared Effect Phase. - Summoning: A skill that calls forth a familiar to aid the user. - Bounded Field: A special type of skill that affects an area. Only one Bounded Field can be active in an area; if a character is inside a Bounded Field, and activates their own, their Bounded Field will be canceled, and all activation costs of that skill will be refunded to them. - Noble Phantasm: A unique skill whose origin is closely linked to the user. - Reality Marble: A unique skill that pulls all opponents in the immediate area into a special, separate area controlled by the user. Only one Reality Marble can be active in an area; if a character is inside a Reality Marble, and activates their own, both Marbles will be canceled.
Max Number of Targets: The maximum number of targets that the user can select for the skill.
Type of Target: The valid targets for the skill. The user must select at least one of each type listed when activated.
- [Any]: A skill that targets any number of characters. - [Self]: A skill that targets only the user. - [Partner]: A skill that targets any number of characters that are partnered with the user. - [Master]: A skill that targets Masters. - [Servant]: A skill that targets Servants. - [Familiar]: A skill that targets familiars. - [Location]: A skill that targets any number of areas. - [Own Location]: A skill that targets only the user's position. - [All Locations]: A skill that targets all areas.
Base Damage: The amount and type of damage the skill inflicts.
Cost: The costs the user must pay in order to activate the skill. Most skills require AP, SP, and/or Mana, but some skills may require other unusual forms of payment.
Upkeep: The costs the user must pay at the Initial Phase of a Turn in order to keep the skill active for that Turn. If the user decides not to pay, the skill will be canceled.
Requirements: The conditions that must be met in order for the user to activate the skill. If even one condition is not met beforehand, all activation costs of the skill will be refunded to the user.
Description: A description of how the skill works. Any special effects the skill may have will appear directly under this section.
If a Master is unable to pay a skill's Mana upkeep cost due to lack of Mana, they are able to pay Health in order to satisfy that cost according to this formula:
Health Paid = 4 * (Mana Required - Mana Paid)
Attack Categories and Damage CalculationsEdit
There are several kinds of attack categories, each using a different formula to calculate damage; a skill that is able to inflict damage, known as an attack, will also have that damage's category shown.
Physical – An attempt to kill an opponent with a punch, a sword, or any other means considered physical (aside from afar). Inflicted damage follows this formula:
Damage Inflicted = Base Damage * (STR + 1 – END)
Ranged – An attempt to kill an opponent with a physical projectile. Inflicted damage follows this formula:
Damage Inflicted = Base Damage
Long-Ranged – A special subcategory of ranged attacks, as they can be used from other areas. Inflicted damage follows this formula:
Damage Inflicted = Base Damage
Magical – An attempt to kill an opponent with magic or any other means considered supernatural. Inflicted damage follows this formula:
Damage Inflicted = Base Damage * (MAG + 1 – RES)
Special – A unique category of damage. Skill effects that would reduce most other forms of damage do not affect this one. Inflicted damage follows this formula:
Damage Inflicted = Base Damage
An attack may have multi-hit capabilities; in this case, each hit is considered a separate attack.
A skill may be able to inflict a status effect on a character. Some of those effects have been listed here, but skills may inflict other kinds of status effects. The details of any status effect a victim has will always be provided to that victim's player.
Known status effects:
- Stun – At the beginning of each Turn, the victim's AP decreases by 1. Will be marked as "Stun T", where T is the number of Turns the status lasts for.
- Poison – At the beginning of the Instant Phase of each Turn, the victim receives Special damage. Will be marked as "Poison T/D", where T is the number of Turns the status lasts for and D is the amount of Special damage that status inflicts each Turn.
- Lens Blind – The victim is unable to scout, use any skill on any character aside from themselves, or detect any action that does not involve them. Lasts until the victim either activates "Cancel" on or unequips a Lens. This status effect cannot be prevented, negated, or canceled through any other method.
- Sensebind – The victim is unable to act or detect any action that does not involve them. Lasts one Turn. This status effect cannot be prevented, negated, or canceled through any method.
Any status effect that a skill would inflict will be inflicted regardless of type or version. However, the victim will only suffer from the version of each status that would inflict the most damage.
For example, a Servant could receive "Poison 1/6", "Poison 3/30", "Poison 5/15", "Stun 2", "Stun 7", and "Stun 22" in the span of a single Turn. If they are left unchecked for the rest of this War, they would:
- lose 1 AP at the beginning of each of the next 22 Turns.
- receive 30 Special damage during each Instant Phase of the next 3 Turns, then receive 15 Special damage during each Instant Phase of the following 2 Turns.
All versions of a status effect will be canceled the moment the victim is treated by an appropriate skill, item, or area effect.
Contracts and Command SpellsEdit
Each Master has a special connection with their Servant: the contract formed between them. This contract is signified through that Master’s Command Spells. While a Master has one Command Spell or more, they are considered qualified.
While a Master has no available Command Spells:
- they are considered disqualified.
- their partners are not obligated to obey them.
Qualified Masters are able to establish new contracts with Masterless Servants, but doing so will not give that Master any new Command Spells. Disqualified Masters cannot establish new contracts. Establishing a new contract is considered a free Instant action.
While a Servant has an active contract with a Master and is inside that Master's position:
- that Servant intercepts any attack aimed at that Master unless that attack can target only Masters.
- if an attack targets both that Servant and that Master, that Master will not be affected by that skill.
Masters are able to voluntarily break their contract with a Servant. Servants are able to voluntarily break their contract with a Master only if that Master is either disqualified or dead. Breaking a contract is considered a free Instant action. If a disqualified Master dies, all contracts that Master has will be broken.
If a Servant does not have an active contract, they are considered Masterless. Maserless Servants cannot activate their Noble Phantasms. To prevent dying from Mana loss, Masterless Servants are able to contract with any Master even if that Master already had or has a Servant.
At the Initial Phase of each Turn:
- Masterless Servants will not regenerate and will lose 40% of their maximum Mana.
- if a disqualified Master has one contract with a Servant who's not in Spirit Form, that Master will not regenerate normally.
- if a Master has contracts with two Servants, that Master will not regenerate.
- if a Master has contracts with three Servants or more, every member of that team will not regenerate, and that Master will lose Mana according to this formula:
Mana Lost = 10 * (Number of Servants Contracted - 2)
If that Master is unable to pay that upkeep cost, those Servants who aren't in Spirit Form will enter Spirit Form; if a Servant is unable to enter Spirit Form despite this, they will be considered Masterless during that phase.
If a team kills a qualified Master, its own Master is able to establish a new contract with each of that dead Master's Servants if that Servant so chooses. Unless that Servant allows themselves to be contracted or is unable to protect their Master's corpse, they cannot be forced into forming a new contract.
At the beginning of this War, each Master will have a contract with a single Servant; as proof, each Master will have three Command Spells. A Servant cannot gain Command Spells. These spells can grant numerous effects that make a Master’s Servant surpass all others for a time. Activating a Command Spell trigger is considered a top-priority Instant action that consumes one Command Spell. If a conflict of effects occurs, Command Spells will have priority over skill effects. A Command Spell can affect only one of the user's Servants, but if that Servant is in a different area, only the Command Spell "Summon!" can be used on that Servant.
The available Command Spell triggers:
- “Limit break!” – One of the user’s Servants will be provided extra power. While this effect is active on a Servant, all of that Servant's stats increase by one full rank. If a stat is already ranked A or higher before this effect would be applied, that stat increases by one positive subrank instead. Lasts two Turns. This set of effects does not stack with itself.
- “Live, dammit!” – The defenses of one of the user’s Servants will increase sharply.
While this effect is active on a Servant:
- that Servant's END and RES values increase to rank EX.
- all status effects active on that Servant are negated.
- skills cannot inflict any status effect on that Servant.
- damage that Servant inflicts decreases by 60%.
Lasts one Turn. This set of effects does not stack with itself.
- “Purge it!” – One of the user's Servants will be cured of all afflictions. All status effects active on that Servant will be canceled.
- “Protect X!” – One of the user's Servants will protect the specified character without question.
While this effect is active on a Servant:
- that Servant intercepts any attack aimed at the specified character. If the specified character is a Master, that Servant will intercept any attack aimed at that Master even if that attack can target only Masters.
- if the specified character is not the user, that Servant will still intercept any attack aimed at the user.
- if an attack targets both the user and the specified character, that Servant will protect the specified character instead of the user.
Lasts until the user cancels this effect.
- “Get behind me!” – One of the user's Servants will be temporarily freed from their obligation to protect the user; instead, the user will repay the favor.
While this effect is active on a Servant:
- that Servant cannot intercept any attack aimed at the user.
- the user intercepts any attack aimed at that Servant.
Lasts until either the user cancels this effect or an intercepted attack would kill the user, whichever occurs first.
- “Fall back!” – One of the user's Servants will do their best to retreat. This effect can be activated only while a Servant contracted with the user is in battle. If this effect is activated during the Instant Phase, it will be applied at the end of that phase. This effect is considered fleeing, and will consume that Servant's Move Actions for the current and following Turn. This effect circumvents any effect that prevents fleeing.
While this effect is active on a Servant:
- that Servant vanishes from the battlefield.
- that Servant cannot act.
- skills cannot target or affect that Servant.
- at the beginning of the Turn following their vanishing, that Servant will reappear at an area of the user's choice that is adjacent to the one wherein this effect was activated.
- “Pursue X!” – One of the user’s Servants will be encouraged to pursue a fleeing opponent. This effect can be activated only during the Turn in which a character flees from a battle against that Servant through any method.
While this effect is active on a Servant:
- that Servant vanishes from the battlefield.
- that Servant cannot act.
- skills cannot target or affect that Servant.
- at the beginning of the Turn following their vanishing, that Servant will reappear at the area the specified character fled to.
That Servant and the specified character will still be considered in battle.
- “Enter Spirit Form!” – One of the user's Servants will enter Spirit Form even if they're in battle. This effect circumvents the restrictions on Spirit Form. This effect does not consume that Servant's SP.
- “Leave Spirit Form!” – One of the user's Servants who's in Spirit Form will leave Spirit Form. This effect does not consume that Servant's SP.
- “Obey me!” – One of the user’s Servants will be coerced into following an absolute order. That Servant will fulfill the command that follows this spell's activation without question. As a freeform Command Spell, the exact command must be provided, and both GMs must look over that command, both of those conditions before the move deadline. Lasts indefinitely.
- “I'm taking over!” – The user will take manual control over one of their Servants. That Servant will fulfill every action the player of the user had provided for that Servant for that Turn. As a somewhat freeform Command Spell, the exact override list must be provided, and both GMs must look over that list, both of those conditions before the move deadline. Lasts one Turn.
- “Summon!” – One of the user's Servants will be warped to the user's position. This effect does not consume that Servant’s Move Actions.
A Servant may have a skill that requires a special Command Spell trigger. The Master must follow the requirements of that trigger in order to use that skill. Activating a special Command Spell trigger is considered a top-priority Instant action that consumes one Command Spell.
Unfortunately, due to the Grail's impatience, Masters cannot exchange Command Spells through any method.
The Sensebound Lenses*Edit
See the world through another's eye,
Hear the world through another's mind,
Know the world through another's soul,
Learn the world through another's role.
Awareness is the Lenses' toll.
Each Master possesses one of twelve monocle items collectively known as the "Sensebound Lenses", shortened to Lenses. Unfortunately, the Lenses' current forms hold only a fraction of their original powers.
The user must have this item equipped with both a direction and an eye set in order to use this item. While a character has a Lens equipped, they are able to activate any trigger it's locked with on any other character they detect. A spiritual connection of sorts known as a "Lensjack" will be formed between the user and that character. Activating a Lens trigger is considered a free Instant action. A character can activate a Lens trigger during any phase, including the Daily Move Phase and any Movement Phase.
The available activation triggers:
- "Sightjack" – One of the three triggers that can be locked to a Lens.
- "Soundjack" – One of the three triggers that can be locked to a Lens.
- "Souljack" – One of the three triggers that can be locked to a Lens. This set of effects will replace the telepathic links between partners that were found in previous Wars.
- "Sensejack" – This built-in trigger can be activated only after an equipped Lens has been restored at least once, and more than one of the above triggers have already been locked to that Lens. The user will activate any number of those locked triggers. If the user activates more than one of those triggers through this one, those triggers' effects will apply simultaneously.
- "Cancel" – This built-in trigger does not require a target, but the equipped Lens must have at least one effect active. All effects that Lens has active will be canceled. If a character who is affected by a Lens effect dies, this trigger will be activated on that Lens.
- "Candlejack" – This unique trigger does not require a target, but only Servantless Masters can activate this effect. All items the user has will be dropped at their position, and the user will be warped to the Southern IGM Office. The user will also be immune to damage, effects, and death, but they will not be allowed to rejoin this War.
Each of the first three triggers has two versions of a single effect. The version used depends on the direction the Lens which that trigger's locked to is facing.
- "Sightjack" – The user will know where the target is and what they're doing as seen through their eye, which can reveal:
- the target's position.
- if the target is accessing the effect of an area.
- any character the target detects.
- the description of any skill the target activates.
- any item the target uses.
- the general actions occuring in any battle the target is in.
- "Soundjack" – The user will know what the target is saying and hearing as heard through their ear, which can reveal:
- any Lens trigger the target activates.
- if the target's position is in the middle of any battle.
- if any character is inside the target's position.
- "Souljack" – The user will know what the target is thinking, which can reveal:
- the target's position.
- the exact effect of the area the target is accessing.
- the name of any skill the target activates.
- the name of any item the target uses.
- the general actions occuring in any battle the target is in.
- the exact conditionals the target is following.
The player of the user will also be able to contact outside the Public Updates the player of the target. If this effect is used, the target will detect the Lensjack.
- "Sightjack" – The target will know where the user is and what the user's doing as seen through the user's eye, which can reveal:
- the user's position.
- if the user is accessing the effect of an area.
- any character the user detects.
- the description of any skill the user activates.
- any item the user uses.
- the general actions occuring in any battle the user is in.
- "Soundjack" – The target will know what the user is saying and hearing as heard through the user's ear, which can reveal:
- the exact Lens trigger the user is activating.
- if any character is inside the user's position.
- if the user's position is in the middle of any battle.
- "Souljack" – The target will know what the user is thinking, which can reveal:
- the user's position.
- the exact conditions of any conditional the user is following.
- the general actions occuring in any battle the user is in.
- the name of any skill the user activates.
- the exact effect of the area the user is accessing.
- the name of any item the user uses.
The target will detect the Lensjack, but their player will be able to contact outside the Public Updates the player of the user.
At the beginning of this War, each team is able to choose:
- one trigger they will lock to their Lens for immediate access ("Sightjack"/"Soundjack"/"Souljack").
- the character that will equip the Lens that is available to them.
- the direction the Lens will face (front/back) and the eye the specified character will wear it over (left/right).
They may also choose not to lock a trigger to their Lens and/or immediately equip it in order to do so at a later time. Changing the direction of an equipped Lens is considered a free Prepared action. Switching the eye an equipped Lens is worn over is considered a free Prepared action. Locking a trigger to a Lens is considered a free Prepared action. While a character is in battle, they cannot lock a trigger to a Lens.
Each Lens can affect only one character at a time, but more than one Lens can affect the same character. Each Lens can also have more than one effect active on a character after it has been restored at least once. For each restoration on a Lens, the holder of that Lens is able to lock an additional trigger to it. Each Lens can be restored only twice.
Each character is able to Lensjack a civilian in order to detect other characters that would enter that civilian's area, though some areas might negate some Lens effects. However, if a character is aware of a Lensjacked civilian, that character will be able to silence that civilian.
If a Lens equipped to a user has an effect active, and the user unequips that Lens, that Lens's effects will be negated until:
- the user reequips that Lens in the exact same position (eye and direction), in which case that Lens's effects will no longer be negated.
- a character equips, and activates "Cancel" on that Lens.
Each character can only have up to two Lenses equipped at a time. If a character has two Lenses equipped, and both Lenses have the effect of Sightjack active, that character will receive Lens Blind.
If two users have the effect of Souljack active on each other, or they have the effect of Sightjack active on each other and over the same eye, "Cancel" will be activated on the Lenses that have those effects active, and those users will receive Sensebind. If three or more users have the effect of Souljack active on each other in a closed loop; or they have the effect of Sightjack active on each other, over the same eye, and in a closed loop; "Cancel" will be activated on the Lenses that have those effects active, and all of those users will receive Sensebind.
Phases and Turn OrderEdit
Each Turn is divided into several phases.
- Daily Move Phase (Scouting)
- Initial Phase (Regeneration, Upkeeps, Per Turn Effects)
- Combat Round 1
- Instant Phase (Command Spells, Surprise Attacks, Instants)
- Support Phase (Support)
- Attack Phase (Anti-)
- Prepared Effect Phase (Prepared)
- Movement Round (Move Action)
- Movement Phase 1
- Movement Phase 2
- Combat Round 2
- Instant Phase (Command Spells, Surprise Attacks, Instants)
- Support Phase (Support)
- Attack Phase (Anti-)
- Prepared Effect Phase (Prepared)
The Turn begins with the Scouting Phase, in which characters who fled reappear at the areas they fled to, and characters who weren't in battle at the end of the previous Turn can scout. This phase has no other significance.
The first important phase is the Initial Phase, in which regeneration and skill upkeeps occur.
The second important phase is the Instant Phase, in which Instant skills, Surprise Attacks, and Command Spells take place.
Note that any action that occurs in either the Daily Move Phase, the Initial Phase, or the Instant Phase is simultaneous with all others in the same phase as them.
The third important phase is the Support Phase, in which non-damaging skills take place.
The fourth important phase is the Attack Phase, in which offensive skills take place.
The fifth important phase is the Prepared Effect Phase, in which skills that require preparation take place.
The sixth important phase- but probably not the last- is the Movement Phase, in which characters who are fleeing disappear and characters who aren't in battle can move.
After either Movement Phase, if a character enters battle, they will experience a second combat round spanning from the Instant Phase to the Prepared Effect Phase. However, that second round is available only to characters who did not battle during the first one earlier in that Turn.
During Combat Round 2, characters cannot activate their Noble Phantasms.
Within each phase, the order of actions between characters is determined by their differences in AGI values. During a phase, if one character's AGI value is greater than another's, the former's actions for that phase will occur first. If there is no difference in AGI values between two characters or more, LCK values will serve as the tiebreaker. If there are no differences in both AGI and LCK values between those characters, their actions will occur simultaneously.
The first half of a character's actions during each Turn is their analysis of an adjacent area. Characters might not have an opportunity to scout, as it can be done only by those that were not in battle at the end of the previous Turn. "In battle" is defined as using or being affected by any skill that is able to inflict damage. A Master is also considered "in battle" if they are inside an area where their partner is also in battle.
During the Scouting Phase, each character is able to temporarily move to an area in order to observe people there before returning to their original position. While scouting an area, the scouter will detect any character there that did not also scout, and they may be able to detect other scouters. If the LCK value of a character in the scouted area is not less than that of a scouter, that character will detect that scouter; this applies to stationary characters, to other characters that are scouting the same area, and even to characters that are scouting each other's area!
All scouting occurs simultaneously. Scouting cannot be delayed. Scouting an area is not considered moving normally to that area; a character is able to scout and move in the same Turn, and they can scout even if they did not gain any Move Actions at the beginning of that Turn or otherwise cannot move during it.
Regeneration and Spirit FormEdit
At the Initial Phase of each Turn, each character will recover some Health and Mana listed on their sheet. All regeneration occurs simultaneously.
Servants are capable of entering Spirit Form in order to recover faster.
While a Servant is in Spirit Form:
- their normal regeneration values increase by 50%.
- they cannot activate skills.
- skills cannot target or affect them.
- they cannot intercept any attack aimed at their Master.
- civilians will not detect them.
While a Servant is in battle, they cannot enter Spirit Form normally, but if they manage to, they will no longer be considered in battle. Entering Spirit Form is considered a Support action that consumes 1 SP.
Servants who are in Spirit Form are able to leave Spirit Form. Leaving Spirit Form is considered a Support action that consumes 1 SP.
Movement, Detection, Arrival, and CrossingEdit
At the beginning of a Movement Phase, each character is able to move normally to an area adjacent to their position. Moving normally to an area consumes one Move Action. All movement made during a Movement Phase occurs simultaneously. Each character is able to simply not move during any Movement Phase, but they can use only one Move Action during each Movement Phase.
Masters will know the type of any character they detect (Master/Servant/familiar). Servants and familiars cannot detect such details.
At the end of a Movement Phase, arriving characters will detect stationary characters at the areas the former are entering; however, the details of what the stationary characters detect will be determined by the differences in LCK values.
If a stationary character's LCK value is greater than an arriving one's, the former will detect which exact area the latter moved away from. If a stationary character's LCK value is not greater than an arriving one's, the former will simply detect that the latter entered their position.
During either Movement Phase, aside from normal movement, no other action can be made. However, at the end of a Movement Phase, if a character detects one other character or more, the former is able to engage any number of the latter in battle during Combat Round 2. Engaging in battle will consume the remaining Move Actions of each combatant.
At the end of a Movement Phase, if two characters or more enter the same area, the order of arrival will be determined by their differences in AGI values. If an arriving character's AGI value is greater than another's, the former will be considered stationary to the latter. If there is no difference in AGI values between two or more arriving characters, those characters will be considered stationary to any later arriving characters, but each of them will still detect that the other entered the area.
If two characters are attempting to enter each other's position, and one character's LCK value is greater than the other's, the former will detect the latter, and will be able to double back to their original position. If two teams are attempting to enter each other's position, and one team's average LCK value is greater than the other's, the former will detect the latter, and will be able to double back to their original position. If there is no difference in LCK values between those characters or those teams, neither will detect the other.
Rules of Engagement and Late EntrantsEdit
Rules of Engagement*Edit
During their first Turn of battle, characters can use only 1 AP or 1 SP in skills, not both; this applies both to the beginning of a battle and to any late entrants. If a character used AP or SP before they entered battle, they can still use either 1 AP or 1 SP if they have any left to spare. Surprise Attacks circumvent this restriction.
Characters might enter an area that's in the middle of a battle before the Movement Round; if so, they will gain knowledge of that battle's events after they entered that area, but they will not be able to enter that battle during Combat Round 1. However, they will be able to enter that battle during Combat Round 2.
At the end of a Turn, if a character did not leave their position since the Initial Phase and was not in battle during that Turn, they may prepare an ambush to gain a distinct advantage over other characters. If an ambush-ready character leaves their position through any method aside from scouting, that character will no longer be considered ambush-ready.
If an ambush-ready character engages one character or more in battle, the former will ambush the latter, and during that Turn:
- the latter are unable to flee except through the use of a skill or Command Spell.
- damage the former inflicts increases by 100%.
At the end of the Turn in which an ambush-ready character engages in battle, that character will no longer be considered ambush-ready.
A character may possess Flight as an ability, or is otherwise capable of acquiring Flight through a skill. Flight grants a number of positive effects against opponents. Characters with Flight receive 15% less Physical damage and 10% less Magical damage from attacks made by Flightless opponents. During a Turn, until they themselves use an attack, characters with Flight cannot be targeted by Physical attacks made by Flightless opponents.
Character with Flight can still receive Physical attacks if they were made by opponents with Flight, but if their own Flight rank is higher than that opponent's, they will still receive 15% less damage from that attack.
Characters who were in battle during the previous Turn are able to flee. If a character chooses to flee, that action will always occur at the beginning of Movement Phase 1. The fleeing character will enter the area they fled to at the beginning of the Turn following their escape, but they can still be affected by [Anti-Civilization] skills, and they will not gain Move Actions at the beginning of the Turn following their fleeing. Fleeing is considered a normal move that will consume that character's available Move Actions for that Turn.
A character can flee only during or after the second Turn of battle; if a character attempts to move normally during a Turn, but is pulled into a battle before they can move, their normal move will be canceled. The Command Spell “Fall back!” circumvents this restriction.
Bounded Fields and Reality MarblesEdit
In this War, there are numerous different kinds of Bounded Fields which can place unique effects on certain areas. A Bounded Field remains active even if the user leaves the area, and unlike with most other effects, the user's team is affected by the user's own Bounded Field. A Bounded Field might be able to warn the user of any character entering it. If a character's LCK value is not less than EX, they will always detect an active Bounded Field inside their position.
Reality Marbles have particularly special effects in that they seal off the user and their targets inside a world of the user's creation, and any character inside one cannot enter a different area through fleeing or normal movement. When a Reality Marble is cast, it automatically covers the entire area; anyone inside the area who isn't being forced into the Marble will be pushed to an area of the user's choice that is adjacent to the user's position.
While a Reality Marble is active on an area:
- characters cannot enter that area.
- skills used from outside that area cannot target or affect it.
- the user is unable to regenerate normally.
Maintaining a Reality Marble for frivolous purposes will not be permitted. If a character is inside a Reality Marble but is not in combat, Gold will be consumed from the Master of their team at the end of each Turn according to this formula:
Gold Consumed = 50 * Number of Consecutive Combat Rounds Unused
The deduction will stack with itself for each member of a Master's team, regardless of wherever that Master would be located.
Servants can gain advantages from civilians- at the cost of the latter's very lives. Each Servant is able to consume one civilian in order to recover 10% of their own maximum Mana. A Servant who is aware of a Lensjacked civilian inside their position is able to consume that civilian. Consuming a civilian is considered a Support action that consumes that Servant's Full Turn. Every area is considered to have an infinite number of civilians. These civilian deaths, which will be reported in the Public Updates, will hint to that Servant’s identity, so a Servant who consumes multiple clivians in this War will be at greater risk of compromising their own identity.
If a Master dies:
- during the Turn in which that Master died, a Servant will be able to consume that Master's corpse in order to recover 30% of their own maximum Health and Mana.
- during the Turn following the death of that Master, a Servant will be able to consume that Master's corpse in order to recover 20% of their own maximum Health and Mana.
- during the second Turn following the death of that Master, a Servant will be able to consume that Master's corpse in order to recover 10% of their own maximum Health and Mana.
- at the end of the second Turn following the death of that Master, that Master's corpse will be warped to the Southern IGM Office.
The Servant who killed that Master will get top priority, that Master's Servants will get second priority, and the levels of priority between the other Servants will be determined by the same conditions that are used to prioritize Turn order. Consuming a Master is considered a free Instant action.
The Masters of this particular War have a unique mastery over their Mana stores that allows them to conduct a streamlined transfer of magical energy to others; however, as with all new things, the starting dash is the hardest part. The first few times will definitely be shaky, but by bonding with others, a character's compatibility with them rises. If refined enough, a link may become perfect!
Mana Transfer allows a Master to transfer some of their Mana to one other character during a Turn. A "Mana Transfer EXP" gauge and a "Mana Transfer Level" gauge are attached under each Master's Health and Mana gauges and follow this format:
Mana Transfer EXP (character's name): Total Amount of Mana Dissipated
Mana Transfer Level (character's name): Mana Transfer Level Held
A Mana Transfer EXP gauge has a minimum of 0 points and a maximum of 500. A Mana Transfer Level gauge has a minimum of 0 points and a maximum of 5.
Once per Turn, each Master is able to transfer up to 100 Mana to either a partner or an ally. If a Master's Mana is less than 100, or the target's Mana is less than 100 of its maximum, that Master can transfer only up to the lesser value instead. Depending on a Master's Mana Transfer Level with the target, Mana might dissipate as it's being transferred, but that lost Mana will strengthen the link between them in the long run. Initiating a Mana Transfer is considered a free Support action. Neither Servants nor familiars can initiate Mana Transfer. While a Master is in battle, they cannot initiate Mana Transfer.
|Mana Transfer EXP||Mana Transfer Level||Mana Dissipated per Transfer|
At the end of each Turn, if a Master's partner or ally is inside their position, that Master's Mana Transfer EXP with that partner or ally increases by 10.
Regardless of a Master's Mana Transfer gauges with an ally, if their alliance with that ally is disbanded, those gauges will reset to 0.
Aside from the aforementioned restrictions and barring a few exceptions, players are allowed to be creative with their means to initiate a Mana Transfer with the target, and the GMs will consider each request on a case-by-case basis. One caveat: nothing too wacky. Tactician J is not exactly a master of writing unusual fornication techniques, and it so much as attempting to do so would literally break Randerith's mind...
Mana Transfer BonusesEdit
If the Mana Transfer Level between a Master and their Servant is high enough, their players will be allowed to make certain actions that would normally be locked out to them.
If a Master's Mana Transfer Level with a Servant contracted with them is 2 or more, the player of that Master will be allowed to post a set of actions for the coming Turn regarding that Servant should the player of that Servant not do so themselves. The player of that Servant must inform the GMs before the move deadline that they have allowed this action.
If a Master's Mana Transfer Level with a Servant contracted with them is 3 or more, that Servant will be able to intercept any attack aimed at any character as if that character were their own Master. The player of that Master must inform the GMs before the move deadline that they have allowed this action.
If a Master's Mana Transfer Level with a Servant contracted with them is 4 or more, that Master will be able to intercept any attack aimed at that Servant. However, if an intercepted attack would kill that Master, it will.
If a Master's Mana Transfer Level with a Servant contracted with them is 5, and either character's Health would decrease to 0 or less through any method:
- their Health will instead convert to 1.
- that Master's Mana Transfer EXP with that Servant converts to 200.
- that Master's Mana Transfer Level with that Servant converts to 2.
After that character has been affected by this set of effects, they cannot be affected by this set of effects again. If the Health of both that Master and that Servant would decrease to 0 before this set of effects would be applied, both players must agree on the character that will be affected by this set of effects. If both players have not agreed on the character, priority will be given to the Master.
Tainted Gold and Purified GoldEdit
Masters can earn a special currency known as Gold that can be used to activate certain effects of certain locations if their team inflicts and/or receives damage; however, because of the method used to earn that Gold, it will start off Tainted. The amount of Tainted Gold each Master gains at the end of each Turn follows this formula:
Tainted Gold Gained = 0.5 * (Damage Received + Damage Partners Received) + Damage Inflicted + Damage Partners Inflicted
Character are unable to gain Tainted Gold for the Masters of their teams if they battle any other character that was partnered or allied with them at the beginning of the Turn. Masterless Servants are unable to gain Tainted Gold.
Any member of a team is able to use its Master's Gold for the purposes of accessing any effect of any area or purchasing items. If only "Gold" is required to be paid, Tainted Gold will be consumed first. Since Masters' Gold would need to be accessed at a whim, all Gold a team has is still held by its Master should a contract within that team be broken. Only Purified Gold is considered an item. Masters cannot transfer Tainted Gold between themselves, and Tainted Gold cannot be dropped in an area. If the Master of a team dies, that Master's Tainted Gold disappears, but their Purified Gold will be dropped at their position. If a Masterless Servant who has Purified Gold contracts with a different Master, their Purified Gold will be transferred to that Master.
At the beginning of every seventh Night starting from Night 8, all Masters' Tainted Gold will convert to Purified Gold.
Characters are able to use their Gold in order to purchase items at either the Clerics' Haven (one purchase per Turn), Spellcasters' Union (one purchase per Turn), or Secret Shop (indefinite purchases per Turn).
The available items for purchase at the Clerics' Haven:
Vulnerary (300 Purified Gold) – A pouch filled with a faded-yellow substance that possesses healing properties when applied on wounds.
The user recovers 50 Health. Using this item is considered a free Support action. During a Turn, the user can use this item only once. After this item has been used thrice, it will be consumed.
Restore (600 Purified Gold) – A gold staff with a ruby orb on its tip. When activated, the orb glows, and a greenish aura envelops a person, purging their body of afflictions.
This item is considered a catalyst. The user must have this item equipped in order to use this item. Only a Master can use this item. All negative status effects active on a character inside the user's position will be canceled. This item cannot be used on the user. Using this item is considered a Support action that consumes 1 SP. After this item has been used thrice, it will be consumed.
The available items for purchase at the Spellcasters' Union:
Mine (500 Tainted Gold) – An inconspicuous red bag that unleashes a pillar of purple flames when stepped on.
Either the user's position or a path connecting it to an adjacent area will be considered trap-set. This item cannot be used on a trap-set area or path. Using this item is considered a Prepared action that consumes this item. While the holder is in battle, they cannot use this item.
If a Flightless character enters a trap-set area or path through any method aside from scouting:
- they will receive 50 Special damage.
- they will not be able to act for the rest of the Turn.
- that area or path will no longer be considered trap-set.
If more than one Flightless character enters that area at the exact same time, AGI values will determine which character gets affected. If one arriving character's AGI value is greater than another's, only the former will be affected by this set of effects. If there is no difference in AGI values between two arriving characters or more, all of those characters will be affected by this set of effects.
During a Turn, each character can purchase only one Mine.
Warp Powder (500 Gold) - A small bluish pouch tied tightly with purple string. Within it is a fine golden sand that can warp its user and their companions anywhere- if scattered properly.
The user is able to warp themselves and/or any number of characters partnered with them to an area of the user's choice. This item can be used at the beginning of any Movement Phase. Using this item is considered a Prepared action that consumes one Move Action from each character it affects and this item.
During a Turn, each character can purchase only one Warp Powder.
Light Rune (800 Gold) – A stone disk infused with magical energy. When activated, a pillar of light pierces the sky and expands outwards, preventing any and all souls from entering its domain.
A path connecting the user's position to an adjacent area will be considered sealed for three Turns. This item can be used at the beginning or the end of any Movement Phase. This item cannot be used on a sealed area. Using this item is considered a Prepared action that consumes this item.
While a path is sealed:
- any character inside either connected area will detect that path being sealed.
- any Flightless character inside either connected area is unable to move normally or flee to the other.
During a Turn, each character can purchase only one Light Rune.
The available items for purchase at the Secret Shop:
Aum Fragment (200 Gold) – A yellowish shard infused with the power of a legendary staff that was known to have been able to revive the dead in both body and soul. This item is capable of keeping its holder alive.
The holder gains the following skill:
- Battle Continuation - Rank: E+ - Type: Passive - Description: When the user senses death approaching, the urge to beat the would-be killer's face in will make them survive. - If the user's Health would decrease to between -20 and 0 inclusive through receiving damage, their Health will instead convert to 1. If the user’s Health is already 1 or less before this effect would be applied, this effect will be negated.
If the aforementioned skill is activated, this item will be consumed.
After twelve Aum Fragments have been purchased, no character can purchase an Aum Fragment.
Rainbow Potion (3500 Gold) – A vial filled with a multi-colored liquid. Its weird aesthetics belie its beneficial effects.
All of the user's stats gain two positive subranks for one Turn. During a Turn, the user can use this item only once. Using this item is considered a free Support action. After this item has been used seventy-seven times, this item will be consumed.
After one Rainbow Potion has been purchased, no character can purchase a Rainbow Potion.
Again (2520 Gold) – A simple wooden cane infused with the power of revitalization. A person this item is directed at will feel energy well within them.
This item is considered a catalyst. The user must have this item equipped in order to use this item. Only a Master can use this item.
The user is able to choose one of the below effects:
- At the beginning of the Turn following the use of this item on a character, that character gains 1 AP.
- At the beginning of the Turn following the use of this item on a character, that character gains 1 SP.
This item cannot be used on the user. This set of effects does not stack with itself. Using this item is considered a Support action that consumes 1 SP. After this item has been used thrice, it will be consumed.
After one Again has been purchased, no character can purchase an Again.
A character is able to give any item they have to any other character inside their position. Giving an item to a character is considered a free Support action. A character is able to drop any item they have at their position, and that item will be detected by any character inside that area whose LCK value is greater than 0. Dropping an item is considered a free Support action. If a character dies, that character's items will be dropped at their position.
A special surprise that will only be revealed once this War is ready to begin!
The Holy Grail itself has selected two special characters to manage this War. Each will remain in a specific location for the duration of this War, and will be permitted to interact with the participants.
While inside an IGM Office, once per Turn, each character may offer either Gold or information on their own team in order to gain information or a service from the IGM positioned there. If info is offered, it must not have already been offered to either IGM or declared in red or gold in the Public Updates, and it must belong to one of the below categories:
- The alias of the Master and the class of one of their Servants. - The alias and appearance of the Master. If that Master is not inside the area of the requested service, this option cannot be chosen. - The name and description of a Servant’s skill. - The name and type of a Servant’s Noble Phantasm.
If that character requests info from an IGM, they can choose one of seven unique pieces of information, each a critical detail about the identity of one Servant. The same piece of information will not be given more than once.
If that character requests a service from the Tenth, they can choose one of the below effects:
- Heal (150 Gold): Info cannot be offered for this option. Either that character or a Servant they're contracted with recovers 15% of their maximum Health and Mana. After that character chooses this option once, they cannot choose this option again for seven Turns. - Mend (300 Gold): Info cannot be offered for this option. Either that character or a Servant they're contracted with recovers 40% of their maximum Health and Mana. After that character chooses this option once, they cannot choose this option again for seven Turns. - Command Spell Transferral (Tainted Gold): This option is available only after the Tenth has declared that he has a number of Command Spells available. Only a Master can choose this option. Info cannot be offered for this option. For every 1,000 Tainted Gold paid, that character gains one Command Spell. After the declared number of Command Spells has been purchased, no Master can choose this option until the Tenth has again declared that he has a number of Command Spells available. - Gold Corrupting (150 Gold): A specified amount of that character's available Purified Gold converts to Malicious Gold. This effect will consume the specified amount of Purified Gold.
The amount of Malicious Gold that character gains follows this formula:
Malicious Gold Gained = 0.5 * Purified Gold Specified
Malicious Gold is considered Tainted Gold for the purposes of accessing any effect of any non-IGM Office area or purchasing items. Unlike Tainted Gold, Malicious Gold is considered an item.
If that character requests a service from the Twelfth, they can choose one of the below effects:
- Lens Unlocking (150 Gold): All triggers locked to a specified Lens that character has will be unlocked, which will allow any character to lock a different set of triggers to that Lens. - ??? Appraisal (150 Tainted Gold): A specified unappraised ??? that character has will be appraised. - Gold Corrupting (150 Gold): A specified amount of that character's available Purified Gold converts to Malicious Gold. This effect will consume the specified amount of Purified Gold.
At the end of every seventh Night, every member of the team with the least available Tainted Gold will be marked as a special target, as in Fate/Zero. If two or three teams are tied for last, all members of those teams will be marked; if more than three teams are tied for last, no characters will be marked.
This event will not give Command Spells; instead, the first character that kills a mark will be able to choose one of the below rewards:
- Restore one Lens in their possession once. If that character does not have a Lens to restore, this option cannot be chosen.
- Gain one Lens from the IGMs' stock. After this reward has been claimed five times, this option cannot be chosen.
If a character kills more than one mark through a single attack, they will be rewarded a number of times equal to the number of marks they killed simultaneously. In case of a tie, all successful characters will be rewarded. If a character is unable to choose either reward, a partner of theirs will be rewarded instead; if that character's entire team is unable to choose either reward, no reward will be given to that team.
The Scouring lasts until either a mark is killed or three Turns pass, whichever occurs first.
While The Scouring is active:
- marks cannot activate their Reality Marbles.
- any effect that would prevent either a mark from being affected by a skill or a mark's position from being entered will be negated.
Starting from Night 10, a countdown will begin until this War experiences no fighting whatsoever at the end of a Night, at which point special Story Updates will occur; as a result, all surviving Masters aside from the Focus will gain new skills.
Ten Nights after the first set of story-granted skills appear, a second countdown will occur. For example, at the end of Night 10, if no character is in battle, the first set of story-granted skills would be unlocked, and the countdown to the second set would begin on Night 20.
The Holy Grail can sense camaraderie between opposing Servants, as well as between opposing Masters.
It feeds off despair.
It thirsts for blood to be spilled onto the earth.
Sensing reassurance makes its meals taste bad.
Because of the Grail's unrest in this particular War, allies will not be exempt from being affected by most skills, and alliances can only consist of two teams; any attempt to include more teams into an existing alliance will not be acknowledged. Offering, forming, or disbanding an alliance is considered a free Instant action.
No new boards will be made to accomodate alliances.
Characters cannot delay their actions to any AGI value less than 0.
While a stat's value is less than 0, it is considered zero for the purpose of calculations.
If damage inflicted would summarily decrease by more than 100%, it decreases by only 100%.
If a skill refers simply to "regeneration", it is referring to both Health and Mana regeneration.
Skills can target only any character inside the area wherein it was activated.
A character cannot be targeted more than once for any one skill.
If a skill has a specified duration, that duration decreases by 1 at the end of each Turn; the Turn in which it was activated is considered the first Turn for that skill. A skill with a duration of three Turns will last through the Turn in which that skill was activated and the two Turns following the activation of that skill, and end when that last Turn ends.
Effects that are limited to a character’s area will be negated if that character leaves that area. Bounded Fields are exceptions.
Skills that are Anti-Army or affect an area will not affect the user or any character partnered with the user. Bounded Fields are exceptions, as they indiscriminately affect everyone inside them.
A skill may have an effect that can prevent a character from leaving an area. If the user is also not in that area, that effect will be negated; this is to prevent the user from confining their targets within an area, and leaving them there.
During the Initial Phase, the user of any active skill with an upkeep cost is able to not pay that cost in order to cancel that skill.
If the user of a skill with an upkeep cost is unable to pay that cost due to lack of payment, and they do not cancel it, that skill will consume any available amount of payment even if it would kill the user.
If the user of a skill with an upkeep cost dies, that skill will be canceled.
Active skills with a definite duration cannot be canceled prematurely unless they have a target of [Self], in which case they can be canceled as a free Support action. Active skills with neither an upkeep cost nor a definite duration can be canceled as a free Support action.
If the target of an attack with multi-hit capabilities dies before they would receive the final hit, the remaining hits will be canceled.
If a Servant enters Spirit Form, all skills active on that Servant will be canceled. Skills with a target of [Self] are exceptions.
Characters are able to access the effects of any of the following areas if they are inside them:
- Northern IGM Office
- Oracle Tower
- Secret Shop
- Clerics' Haven
- Spellcasters' Union
- Southern IGM Office
Accessing the effect of an aforementioned area is considered a free Support action. While a character is in battle, they cannot access any effect of any area.
Updates, the Focus, and NarrationEdit
In this War, all Updates- Status, Public, Story, and the like- will be made with careful attention to detail; this allows not only the players to discern cues and enjoy the story but also Tactician J to develop all characters' roles in this War.
This War's Public Updates will be told mainly from the POV of one of the seven Masters, also known as the Focus. Aside from the Public Updates using parts of their Story Updates, the Focus will not gain story-granted skills- instead, they will have them from the very beginning!
A second Master, known as the Secondary, has also been designated to assume the Focus's role in the event of the latter's death; however, the Secondary will still gain their story-granted skills at the same time as the remaining five Masters. Should both the Focus and the Secondary be dead during this War, the Public Updates will ultimately be told from the POV of the IGMs.
If The Scouring is in effect, all marks will be spotlighted during the next three Public Updates instead of the Focus/Secondary/IGMs, and the rest of that Week's Public Updates will return to the POV of the Focus/Secondary/IGMs.
During a Public Update in which The Scouring is not declared, the player of a Master may volunteer to be spotlighted for the next three Public Updates. Not only will part of that Master's Story Updates be used as the Public Updates, but the IGMs will also lend that Master's team an item that will allow them to experience the full effect of that spotlight. The Focus cannot volunteer. A Master cannot volunteer if they have already been granted the spotlight for a previous three-day period. If no Master volunteers for that three-day period, the IGMs will take the spotlight instead.
Regardless of the (lack of) events that transpire in this War, civilian deaths will always be shown in the Public Updates. The GMs will not reveal the death of any player's character.
Starting from Night 0, all players must post their characters' actions for the coming Turn at their respective Nightly Moves topics by ~7:00 PM EST. If a player does not post their character's actions, their character will simply not act. If a player would not be available, they are able to post a general set of actions for their character to carry out over a specified number of Turns. The GMs expect all players to post promptly; they may allow a bit of leeway here and there, but they will not wait any longer than fifteen minutes at best. Do not test them.
Players are allowed to communicate with each other through the Public Updates.
At the end of each Turn, each player will know which other players they are allowed to contact outside the Public Updates until the next deadline. Both GMs expect all players to have a code of honor regarding this contact system. No player is allowed to use any method of communication in order to circumvent this rule, such as using a third unrelated party as a mediator or the zetaboards' PM system; if a GM discovers such an action, all other players will be notified to sever communication with the culprit regarding this War for its duration. If too many players ignore this rule, the GMs will have no choice but to end this War immediately.
Aside from the aforementioned restrictions, a player is allowed to be creative with their in-game methods to contact other players, and the GMs will consider each request on a case-by-case basis.
A system of reasoning has been developed for use in the Public Updates. Participation is mandatory.
For a person to state something that they guarantee is true, they should use red text, which on GameFAQs is created through the tags < em >< b >< i >text< /em > < /b > < /i > (remove the spaces within the tags). A person is not allowed to state something untrue in red; if they are unsure of that red, they should have the decency to run it by the GMs first. If they state something untrue in red, a GM will be forced to correct it, and that person will receive one strike; if they are proven to have stated that incorrect red intentionally, they will instead receive three strikes.
To mitigate damage from a potential maelstrom that would be caused by someone purposely stating something untrue in red, no person is allowed to use red text within the hour before the move deadline and until the consequent Public Update is posted; this also includes responding to blue. Failure to adhere to this warning will result in not only a GM answering the blue with gold, but also the instigated receiving a strike- or worse.
No person is allowed to use red text to initiate an agreement with any other person. Failure to adhere to this warning will result in a strike- or worse.
For a person to state a hypothesis or supposition, they should use blue text, which on GameFAQs is created through the tags < em >< b >< b >text< /b >< /b >< /em > (remove the spaces within the tags). Not just any hypothesis can be stated in blue; a blue hypothesis must have an adequate basis supporting it that would make it sound more plausible than any other possibility, and the basis must also be stated in red. Plausibility can be increased by combining it with red text that eliminates other possibilities.
Viable details that can be used as a basis include:
- the Main Rules
- any character's sheet
- any character's origin
- any event that occurred in any Update
If the instigated considers a possibility that is as plausible as the one the instigator stated, they are allowed to avoid answering the instigator's blue by stating their own counter-hypothesis in blue; if the instigator is a player, and the instigated does not state a counter-hypothesis, the latter is obligated to respond with red text that either denies or confirms that blue. If the instigated fails to respond to a player's blue by the time of the next Public Update, they will get a warning; on each subsequent failure, they will instead get one strike.
To mitigate damage from a potential maelstrom that would be caused by someone purposely making a hypothesis with insufficient basis, no person is allowed to use blue text within the ninety minutes before the move deadline and until the consequent Public Update is posted; this also includes avoiding other blue. Failure to adhere to this warning will result in a strike- or worse.
If a GM wishes to make a statement, they can use gold text. Gold text is always true, and it is guaranteed that no mistake is being made. Only this War's GMs are allowed to use gold.
If a person has three strikes:
- that person's red will lose the guaranteed property of being true.
- other people will have no obligation to respond to that person's blue.
If a player has three strikes:
- those strikes will convert to one critical.
- that player will be banned from the Logic Game for seven Nights.
- the Public Updates on GameFAQs will be locked the moment they're finished, complete with a list of Illogicals- i.e., Logic Game-banned players- who are ultimately responsible for this course of action.
- the Logic Game will continue on the zetaboards until the Public Updates on GameFAQs stop being locked.
The Public Updates on GameFAQs will stop being locked when the ban periods of all Illogicals have expired.
If a player has two criticals:
- that player will be banned from the Logic Game for the duration of this War.
- the Public Updates on GameFAQs will be locked the moment they're finished until this War reaches its conclusion.
- the Logic Game will continue on the zetaboards until this War ends.
For the sake of an enjoyable War, the GMs ask players to not force their hand.
Some players might think it’s enough to just be part of the last team surviving at the end; it isn't. There are also different endings to the conclusion of this War, determined by the conditions characters have fulfilled both along the way at at the end. Only Masters have proper ending conditions, which are shown in their individual sheets.
Endings can belong to the following types:
- Best End: The best possible resolution to this War. In order for this War to have the Best End, a Master must first win the Holy Grail War and get a Good End.
- Good End: The best possible resolution for that character. Only the winning Master can get a Good End.
- Normal End: A plain resolution for that character. Only the winning Master can get a Normal End.
- Bad End: The worst possible resolution for that character. Only the winning Master can get a Bad End.
- Shared Good End: A good resolution for that character that is indirectly fulfilled by the actions of a different character. Only a surviving Master who has lost can get a Shared Good End.
- Shared Normal End: No resolution at all for that character. Only a surviving Master who has lost can get a Shared Normal End.
- Shared Bad End: A bad resolution for that character that is indirectly fulfilled by the actions of a different character. Only a surviving Master who has lost can get a Shared Bad End.
- Dead End: That character died. Did their player make a wrong choice somewhere? They can either go back now, or go get a tip from our Dojo- wait a minute... There are no continues here, my friend. Only a bitter ending awaits the deceased.
- Masters' End: A rare resolution for the remaining Masters. At the end of a Turn, if all Servants are dead, all surviving Masters will get this end.
- Servants' End: A rare resolution for the remaining Servants. At the end of a Turn, if all Masters are dead, all surviving Servants will get this end.
- Worst. End. Ever: The rarest possible resolution to this War. At the end of a Turn, if all Masters and Servants are dead, the IGMs themselves will get this end.
The players of this War should keep these conditions in mind!
- Access – To have an area be considered for any gameplay purpose.
- Action – Anything a character does aside from standing around; this also includes any freeform request that their player made to the GMs.
- Activate – To have a skill, a Command Spell, or a Lens be considered for any gameplay purpose.
- Active – The status of a skill, item, or effect when it is being considered for any gameplay purpose.
- Affect – To influence the status of any character.
- Aimed – The status of a skill or item when it is targeting characters or areas.
- Ally – A character who is not part of one's own team but is helping them out.
- Alliance – An agreement between the players of two teams signifying that they will not attack each other and will help each other out.
- Attack – A skill which is able to inflict damage on a character.
- Blue – Text made in the form of a hypothesis, used to force the instigated into answering.
- Canceled – The status of a skill or effect when the user chooses to no longer have it be considered for any gameplay purpose.
- Ceasefire – An agreement between two players or more signifying that their characters will simply not attack each other.
- Condition – A requirement for an action to occur, used by players to guide the GMs into carrying out specific actions.
- Conditional – An action that will occur in response to another action, used by players to guide the GMs into carrying out specific actions.
- Consume – To recover Health and/or Mana after either killing a civilian or detecting a dead Master.
- Dead – The status of a character when they are no longer being considered for any gameplay purpose. If a player's character is considered dead, they will no longer be allowed to influence the status of this War.
- Gold (Logic Game) – Text made in the form of a fact, used by the GMs to provide players with the truth of a situation.
- GM - Someone who established this War's rules, carries out the actions provided by its players, and is able to influence its status.
- Hit – An attack that is part of a skill's effect.
- Holder – The status of a character while they have an item with them.
- IGM – A character who is tasked with helping any other character, is able to influence the status of this War, and cannot be provided actions by any player.
- Instigator – A person who uses blue.
- Instigated – A person who receives blue.
- Logic Game – A supplementary factor of this War, used by people to acquire information from players and players to acquire information from each other.
- Negated – The status of an effect when it is active yet also not considered for any gameplay purpose.
- Night – A relative period of time where all actions from the coming set of Nightly Moves will occur as if they were part of a story.
- Occur (verb) – To have an action take place during a Turn.
- Partner – A character who is designated to help one's own character.
- Person – Someone who shows interest in this War.
- Player – Someone who is able to influence the status of this War and has a role in it.
- Position – The area where a character is inside.
- Prevented – The status of an effect when it is unable to be considered active.
- Protected – The status of a character when another character intercepts an attack that was originally aimed at the former.
- Public Update – A brief look into the status of this War.
- Status – The situation of this War and the characters involved in it.
- Status Update – A thorough look into the status of a player's character.
- Story Update – A look into the status of a player's character as if it were a story.
- Team – A group of characters that consists of a Master and that Master's partners or a Masterless Servant and that Servant's partners.
- Top-Priority – An action that is able to occur first regardless of one's own AGI or LCK values.
- Turn – A relative period of time where all actions from the coming set of Nightly Moves will occur.
- Use – To have an effect be considered for any gameplay purpose.