The Fourth Holy Grail War of OT

General Rules:

This game is composed of 7 Masters and 7 Servants. The game ends when all Servants are killed, or when all Masters are killed, or when only one Servant-Master pair remains. The first two situations result in no-wins; the third means that the remaining pair is the winner.

Servants: 

Spirit Form: 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 attack or ability can harm them. However, they cannot protect their Masters while in spirit form, nor can they use abilities or attack. Servants must remain in the same location as their Masters while in spirit form. Masters can command their Servants to take on or leave spirit form once during their turn; this skill is a free action that occurs during the Master's support action (but does not replace his support action).

Scouting: Servants can leave their Master to scout out enemy positions. Most Servants are incapable of regeneration while scouting, though Archer's Independent Action allows him to do so.

Combat: Neither Servants nor Masters can regenerate while in combat.

Death: Servants are killed once they reach 0 health or mana. Servants whose Masters are killed will lose 30% of their maximum mana each turn until they recontract or die.

Regeneration: Each night, a resting character that does not leave the area or engage in battle can restore their health and mana, with the exact value dependent on their max health and mana.

Civilians: Each location has civilians that can be attacked and killed in order to regenerate mana. Servants restore 40 mana each turn in which they kill a civilian, and only one civilian can be drained per night. In addition, civilians cannot be consumed in the middle of battle under normal circumstances.

Masters:

Combat: 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.

Servantless Masters: A Master whose Servant is killed can voluntarily leave the War peacefully, or can continue fighting or aiding their allies.

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

Contracts: 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. The Master is capable of breaking his contract or forming contracts with other Servants, but his number of command spells do not change.

Multiple Servants: Should a Master happen to form contracts with more than one Servant, his ability to provide them mana decreases substantially. With two Servants, his mana regeneration is halved; with three, it is cut in quarters. With four, he cannot regenerate mana. With more than 4, he will only be able to allow 4 to regenerate per turn.

Command Spells:

Masters can use command spells, special abilities that precede all moves in the turn order. A Master has access to three command spells, and cannot gain any others; even if a Master forms a new contract, he keeps the same number of command spells. Once the third command spell is used, his current contract with his Servant is broken, though it can be reformed; however, certain unruly Servants may take the opportunity to turn on their former Master, especially Berserker.

Fight Harder: Increases all Servant parameters by one rank. A-Rank stats instead gain one '+', with A+++ not being affected. Lasts the whole battle.

Survive at all Costs: Increases the Servant's END and Magical Defense to EX for the turn.

Quit Holding Back: Increases all Servant parameters by 1 rank and 1 '+'. A-Rank stats instead gain 2'+', with A++ reaching A+++ and A+++ not being affected. Lasts one turn.

Return to spirit form: One's Servant is immediately put into spirit form, regardless of other abilities that might prevent it.

Protect X: One's Servant protects a specific target from enemy attacks, taking all damage aimed at that target. It still protects its Master at the same time.

Come Here: The Master can use a command spell to summon his Servant from any location instantly. That Servant is not vulnerable to counterattacks as if he had fled.

Shake it Off: Remove negative status effects affecting your Servant.

Do as I say!: 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.

Alliances:

Forming an alliance with another player is a useful way to gain an advantage, if you can trust them. Teams in an alliance will not receive their private board as in last game, but may PM each other if in the same area.

Communication:

Due to the strategic nature of this game, communication between unallied players is not permitted except on the discussion topics. Allied players may communicate through PM when in the same area, to simulate a conversation. A Servant-Master pair may communicate at any time in their personal topic.

Battle:

Move 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 determined randomly.

Skirmishes:

Skirmishes take place at the beginning of all battles, and also whenever a new Servant enters the battle. A skirmish works as follows. Servants take turns delivering a melee attack in order of their Agility. Once a Servant has been struck by a melee attack, his turn is instead a counter-attack, which does 80% the normal damage of the attack. Servants that enter the battle later also use this pattern, with only the new Servants capable of delivering regular attacks (but still suffering from counterattacks).

Servants this War are almost always required to engage in skirmishes before abilities are used; Assassin's skill and sneakiness allows one to enter a battle without needing to enter a skirmish. Masters do not engage in skirmishes; Servants entering battles against Masters immediately begin with regular attacks that do not allow counterattacks.

Combat:

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

Command spell -&gt; Surprise attacks -&gt; Servant support skills -&gt; Master support skills -&gt; Servant offensive skills / basic attacks -&gt; Master offensive skills -&gt; Fleeing

Both Masters and Servants are capable of using both a support skill and an offensive skill within a single turn; in addition, Masters can also use a command spell, for three actions each turn if desired. However, Servants that are using Noble Phantasms cannot use another skill in that turn.

Servants can, instead of using an offensive skill, attack with a regular melee attack against one target. That target cannot respond with a counterattack like in a skirmish. They can choose to use either physical or magical attacks.

Servants with '+'s in Agility can earn extra moves. These moves must be used to deliver regular melee attacks. Unlike in previous Wars, hit-and-run strategies are not permitted here. Masters do not benefit from '++' or '+++' Agility.

When a Servant flees, his action comes absolutely last in the turn order, allowing all other characters to direct attacks towards him.

A surprise attack is only permitted to Assassin; on the turn that Assassin enters the battle, if not detected due to a familiar or similar skill, Assassin strikes before all actions except for command spells. Assassin cannot receive surprise more than once per battle.

If two Servants happen to direct offensive Noble Phantasms against each other during the course of a battle, the Noble Phantasms will clash, and the damage of both is reduced by the damage of the other. As a result, the stronger Noble Phantasm will be the only one to do damage, and its damage will be substantially reduced.

The damage one does through a skill is calculated through a specific formula, based on the user's stats and the rank of the skill used. If the skill is physical in nature, its damage is equal to average of the user's Strength score and the skill's rank score, multiplied by the enemy's Endurance reducer. If the skill is magical in nature, its damage is equal to the average of the user's Magical Energy score and the skill's rank score, multiplied by the enemy's Magical Defense reducer. Certain skills may bypass this formula, as mentioned in their skills.

Melee attacks have their damage calculated by the user's Strength score multiplied by the enemy's Endurance reducer and divided by 2, or by their user's MAG score multiplied by the enemy's Magical Defense reducer and divided by 2.

It is possible for Servants to evade offensive skills or melee attacks during combat. In order to evade those skills, one must have higher AGI and LCK than the attacker. One's chance to dodge an enemy skill or attack is equal to (defender AGI - attacker AGI) * (defender LCK - attacker LCK). However, one cannot dodge a Noble Phantasm.

It is also possible for Servants to deal critical hits during attacks, which multiplies the damage done in attacks by 1.5 after damage calculation. One must have higher AGI and LCK than the defender in order to inflict a critical hit. One's chance to inflict a critical hit is equal to (attacker AGI - defender AGI) * (attacker LCK - defender LCK). Inflicting a critical hit on a Noble Phantasm is also impossible.

Parameters:

The parameters of characters determine their capabilities, their strengths, and their weaknesses. Parameters may also be amplified through skills, gaining '+'s; a Servant can only have 3 '+'s in a single parameter.

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.

Mana: The amount of energy available to either a Servant or Master. Servants with 0 mana are killed. The second part of one's mana stat determines how much mana is restored per turn resting.

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.

Strength: The physical damage done by Servants in skirmishes or by regular attacks. One '+' doubles the damage dealt, two triples the damage, and three quadruples it.

E - 10 D - 20 C - 30 B - 40 A - 50 EX - 300

Endurance: This skill determines your resistance to enemy physical skills and attacks.

E - .99 E+ - .98 E++ - .97 E+++ - .96 D - .95 D+ - .93 D++ - .91 D+++ - .89 C - .85 C+ - .82 C++ - .79 C+++ - .76 B - .75 B+ - .71 B++ - .67 B+++ - .63 A - .6 A+ - .55 A++ - .5 A+++ -. 45 EX - .3

Magical Energy: One part of your MAG stat, this stat determines the damage you deal with magical attacks. '+'s multiply the damage by the number of '+'s you possess + 1. So 1 '+' doubles the damage, 2 triples it, and 3 quadruples it.

E - 0 D - 15 C - 30 B - 45 A - 60 EX - 300

Magical Defense: The other aspect of MAG, this stat determines the damage you receive due to magical attacks. Its values are equal to those listed for Endurance. Certain skills may raise your Magical Defense without affecting your Magical Energy.

Agility: An amazingly useful stat, Agility is used to determine move order, with the higher Agility moving first. Servants get extra melee attacks per turn equal to the number of '+'s. In addition, Agility is used to determine whether dodges or critical hits occur. The following numbers indicate the effect Agility has on your chances. '+'s have no effect on these values.

E - 0 D - 1 C - 1.5 B - 2 A - 2.5 EX - 4

Luck: Acts as a tiebreaker in the case of tied agility. In addition, Luck determines how likely one is to dodge an attack or score a critical hit. The following numbers indicate the base Luck percentages. Each '+' adds .02 to the values.

E - 0.01 D - 0.04 C - 0.08 B - 0.12 A - 0.15 EX 0.25

Noble Phantasm: Servants possess this parameter as well, which reveals approximately how powerful one's Noble Phantasms are. It has no other effects.

Skills:

Skills are the abilities possessed by Servants and Masters. Certain skills do damage, along with their other effects; those skills have their damage determined in part by their rank. Skills can also gain '+'s to their rank, which multiplies the damage by two for 1 '+', three for 2, and four for 3 '+'s. The damage associated with the ranks depends on whether the skill is physical or magical in nature; physical skills use the table for STR, while magical skills use the table for MAG.