SAIGO-NO-HEATS
A drifter, returned
Current Servants:
Black Side:
Saber: simj26 -sheet pending
Archer: S Slick416
Lancer: SAIGO-NO-HEATS
Rider: LyssiNae
Caster:
Berserker: S Slick416
Assassin: LyssiNae
Red Side:
Saber:
Archer: SomeStupidWords
Lancer: SomeStupidWords
Rider: Balfnaught1
Caster:
Berserker: SAIGO-NO-HEATS
Assassin: Kyouka
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You must create both a Master and a servant.
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Master Name: (Or pseudonym, or nickname, or title, or so on. Your primary title.)
Gender: Self-explanatory
Age: also Self-explanatory
Affiliation: There are two primary factions competing for the Script. While every master has their own goals at heart, everyone requires one of the factions to represent them. The sides are:
Black Side: The Holy Church who have controlled the Script for the last 2000 years. They’ve enjoyed the power unchecked until recently, driving the mages who once ruled the world into the shadows and pulling the strings behind almost every major nation for centuries. However with the end of the Millennium their power is weaning. They aim to once again claim the Script and reaffirm and further their control over the world.
Red Side: The Mages’ Association, a group representing the combined forces of the most powerful noble mage bloodlines. They aim to claim the script in order to bring mages as a whole back into the forefront of society and re-establish the noble families’ ancient dominion over the world.
There can only be 7 masters on either side, each corresponding to one of the servant classes
Nationality: Nation of origin
Physical Appearance: What do they look like? Pics are acceptable.
Personality: What do they act like? What motivates them?
History: Your character’s life leading up to this war. Where do they come from? Who and what are they fighting for? How did they become involved in this war in the first place? Are they a soldier of the church, a member of the Mage Nobility, or just some pore fool chosen to be a master by fate and forced into the war at gunpoint? Do they have a rival they particularly hate, or perhaps someone they need to protect?
Other:
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BIG NOTE- PM servants to HEATS. Their true identities are meant to be secret from other players, do not post this part of the sheet in public.
Servant Class: Every Heroic spirit falls into a designation based on a combination of both their own abilities as well as certain criteria they achieved in their own lives and legends.
These classes are:
Saber: Legendary Swordsman who often wield blades that are as mythical if not moreso. Sabers are considered by most to be the strongest class overall, having decent enough stats in pretty much everything while often having exceptional Noble Phantasms in the form of one of the various Legendary swords from around the world. They possess the class skills “Magic Resistance”, granting them defense against magic attacks, and “Riding”, the ability to summon or create a supernatural mount.
Archer: Heroes known for feats of accuracy or skill with long range weapons. While typically not very impressive in a straight fight, Archers unsurprisingly tend towards long range attacks with powerful noble phantasms that attack over long distances. Additionally, Archers are the only class with the ability “Independent action” which means that they do not lose power the farther they get from their master, allowing them to move independently as scouts or snipers. They also have the class skill “Territory creation”, allowing them to summon a location related to their legend within which they hold the advantage.
Lancer: Heroes of the spear. Lancers are straight, agile fighters who excel in physical combat, often at the expense of everything else. Their noble phantasms tend to be much more subtle than other classes, often inflicting certain ailments, focusing on specific weaknesses, though this isn’t always the case and some stronger lancers are often mistaken for other classes as a result of having seemingly out of place noble phantasms. They are also notorious for having terrible luck. They possess the class skill “Magic Resistance” which works the same as saber.
Rider: Heroes of Horse and steed. Gifted Calvarymen, riders of fantastic beasts or legendary vehicles, and those whose legendary steeds have rivaled or eclipsed their own stories. Riders are shock troops who ride their flashy noble phantasms as mounts and charge into the enemy with full force. While their noble phantasms are strong, often rivalling Archer for the most powerful the servant themselves tend to be lacking one on one. Unsuprisingly, they possess the class skill “Riding” which works the same as saber but more powerful.
Caster: Heroes of Magic and the mind. Powerful magicians and those possessing brilliant minds, in the era of magic Casters are drawn from the myriad of powerful sorcerers and priests who laid the foundations of what magic is in the popular conception. However, after the Era of the Church began, many of those who would have been great mages found themselves without magic and so they channeled their great intellects and vision into other pursuits. Many becoming legendary artists, musicians, inventors, and philosophers, their works containing trace elements of their true magical nature that become all the more apparent when summoned as noble phantasms. Casters fight with powerful sorcery and spells, focused through a medium such as an ancient artifact of power or their great works in life. These spells can vary from direct offensive bolts to manipulating emotions and mind control, to summoning magical constructs to fight for them. All in all the caster is the most versatile class, hampered only by its over reliance on mana which it draws from its master (or in the most vile cases, by feeding off the souls of bystanders) and its abject uselessness in a straight fight.
Casters have the class skills “Territory creation” Which works the same as Archer, though leaning more towards indoor locations like labs or homes, and “Item creation”, the ability to create powerful magical artifacts related to their skills in life.
Berserker: Heroes of Madness and Sorrow. Berserkers are heroes whose minds were shattered in the course of their adventures or who accomplished great feats while in the throes of madness or sorrow. Berserkers are powerful frontline combatants, equal or surpassing Sabers and lancers under the right circumstances. The true power of the berserker comes from their unique class ability “Mad Enhancement” which allows the berserker to triple their strength and speed at the total cost of their sanity. A berserker in this state will tear apart anything it can get its hands on but loses the ability to distinguish friend from foe and can usually only be brought back from this state through the use of their master’s command seal, of which each master only has 3.
Assassin: Heroes of Shadow. Legendary murderers and killers who would rather their names be forgotten. Assassins strike hard and fast from out of nowhere and then disappear before anyone can fight back. Their noble phantasms tend to involve either hard hitting anti-unit attacks or avoiding notice, usually both. Interestingly enough, as most of the better assassins remain unknown to history, the form the assassin takes usually appears as a shadowy figure or more commonly as the common assumption of who the true culprit is, even if this assumption is known to be false. The possess the class skill “Presence concealment” which allows them to completely negate the Aura that servants normally project, sometimes allowing them to pose as normal humans for a time.
Stats: The estimated strength of the servant in crucial areas divided into lettered ranks: E, for skills in which they are lacking, D, for skills they weren't known for in life, C, for skills they were above average in, B, For skills that they were considered to be on par with the best in, A, for things they were legendarily known for, A+, for skills they were supernaturally gifted in, and EX, for skills in which they are considered to have no upper limit.
Strength: Physical strength and combat ability
Endurance: Toughness and the ability to resist injuries and ailments
Mana: Magical ability
Luck: The ability to defy fate
Agility: Natural speed and dexterity
N. Phantasm: The estimated strength of your combined noble phantasms
Servant True Identity: Who are they? Are they one of the many heroic knights of legend? A demi-god from an era of myth? Or perhaps a folk tale that far too many people put stock in? Anyone whose story is known well enough can be a servant, but the more well known a servant’s legend is the more powerful they typically are.
Servant appearance: What does it look like?
Noble phantasms: The true power of the servant, most often appearing as a legendary artifact they possessed in life, these weapons are capable of powerful attacks that are the only things capable of destroying another servant. Noble Phantasms come in various classes:
Anti-Unit- Noble phantasms that excel in killing individual targets
Anti-Fortress- Noble Phantasms capable of destroying buildings
Anti-Army- Noble Phantasms capable of killing infantry en masse
Anti-World- Noble Phantasms that kill planets, these are banned
Mount- Powerful steeds or vehicles, all riders have at least one of these.
Reality marble- a pocket universe in which the servant is master and controls who enters and who leaves, many territory creation skills make these rather than pulling the location into the real world. The only acceptable place to use an anti-world NP.
Medium- The item through which spells are cast. All casters have at least one of these.
Summon- Noble Phantasms which can act independently of their Servants
Support- Noble Phantasms which can heal their users or allies
And Suicide- Noble Phantasms that kill the Servant in exchange for some effect.
Each servant can have a maximum of 2 Noble phantasms and only one of each class
Class and personal Skills: Skills derived from your class description as well as any personal abilities your Servant may have such as if the Servant meets the requirements of another class in their legend they can take skills from that class as well. There are also various independent abilities that grant unique advantages
Examples:
Divinity- Being related to, or considered a deity, allows for higher stats
Avenger- Those who were targets of great prejudice in life, gain power when taking damage
Authority of the beast- Those who are monsters, deal more damage to those who are considered fully human
Possession inheritance- Those who took up the blades of others in life, can adopt the NPs of fallen or willing comrades
As well as unique skills that pertain specifically to the Servant’s legend
A servant can have 3 skills in total
Alignment: Lawful good, Neutral good, Chaotic Good, Lawful neutral, true neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil
Lawful characters put stake in the idea of hierarchy and law and carry themselves with an air of nobility if not necessarily honor. Chaotic characters act impulsively without regard for consequence. Good characters fight for the sake of others, Evil characters want to inflict suffering on the world, neutral characters care about themselves first.
Servant history: Just a brief rundown of who they are and what they were like in life. Can differ as wildly from history as you want so long as it doesn’t radically change established events (The roman empire doesn’t exist in modern day, for example)
Black Side:
Saber: simj26 -sheet pending
Archer: S Slick416
Lancer: SAIGO-NO-HEATS
Rider: LyssiNae
Caster:
Berserker: S Slick416
Assassin: LyssiNae
Red Side:
Saber:
Archer: SomeStupidWords
Lancer: SomeStupidWords
Rider: Balfnaught1
Caster:
Berserker: SAIGO-NO-HEATS
Assassin: Kyouka
---------------------------------------------------------------------------------------
You must create both a Master and a servant.
----------------------------------------------------------------------------------------
Master Name: (Or pseudonym, or nickname, or title, or so on. Your primary title.)
Gender: Self-explanatory
Age: also Self-explanatory
Affiliation: There are two primary factions competing for the Script. While every master has their own goals at heart, everyone requires one of the factions to represent them. The sides are:
Black Side: The Holy Church who have controlled the Script for the last 2000 years. They’ve enjoyed the power unchecked until recently, driving the mages who once ruled the world into the shadows and pulling the strings behind almost every major nation for centuries. However with the end of the Millennium their power is weaning. They aim to once again claim the Script and reaffirm and further their control over the world.
Red Side: The Mages’ Association, a group representing the combined forces of the most powerful noble mage bloodlines. They aim to claim the script in order to bring mages as a whole back into the forefront of society and re-establish the noble families’ ancient dominion over the world.
There can only be 7 masters on either side, each corresponding to one of the servant classes
Nationality: Nation of origin
Physical Appearance: What do they look like? Pics are acceptable.
Personality: What do they act like? What motivates them?
History: Your character’s life leading up to this war. Where do they come from? Who and what are they fighting for? How did they become involved in this war in the first place? Are they a soldier of the church, a member of the Mage Nobility, or just some pore fool chosen to be a master by fate and forced into the war at gunpoint? Do they have a rival they particularly hate, or perhaps someone they need to protect?
Other:
----------------------------------------------------------------------------------------------
BIG NOTE- PM servants to HEATS. Their true identities are meant to be secret from other players, do not post this part of the sheet in public.
Servant Class: Every Heroic spirit falls into a designation based on a combination of both their own abilities as well as certain criteria they achieved in their own lives and legends.
These classes are:
Saber: Legendary Swordsman who often wield blades that are as mythical if not moreso. Sabers are considered by most to be the strongest class overall, having decent enough stats in pretty much everything while often having exceptional Noble Phantasms in the form of one of the various Legendary swords from around the world. They possess the class skills “Magic Resistance”, granting them defense against magic attacks, and “Riding”, the ability to summon or create a supernatural mount.
Archer: Heroes known for feats of accuracy or skill with long range weapons. While typically not very impressive in a straight fight, Archers unsurprisingly tend towards long range attacks with powerful noble phantasms that attack over long distances. Additionally, Archers are the only class with the ability “Independent action” which means that they do not lose power the farther they get from their master, allowing them to move independently as scouts or snipers. They also have the class skill “Territory creation”, allowing them to summon a location related to their legend within which they hold the advantage.
Lancer: Heroes of the spear. Lancers are straight, agile fighters who excel in physical combat, often at the expense of everything else. Their noble phantasms tend to be much more subtle than other classes, often inflicting certain ailments, focusing on specific weaknesses, though this isn’t always the case and some stronger lancers are often mistaken for other classes as a result of having seemingly out of place noble phantasms. They are also notorious for having terrible luck. They possess the class skill “Magic Resistance” which works the same as saber.
Rider: Heroes of Horse and steed. Gifted Calvarymen, riders of fantastic beasts or legendary vehicles, and those whose legendary steeds have rivaled or eclipsed their own stories. Riders are shock troops who ride their flashy noble phantasms as mounts and charge into the enemy with full force. While their noble phantasms are strong, often rivalling Archer for the most powerful the servant themselves tend to be lacking one on one. Unsuprisingly, they possess the class skill “Riding” which works the same as saber but more powerful.
Caster: Heroes of Magic and the mind. Powerful magicians and those possessing brilliant minds, in the era of magic Casters are drawn from the myriad of powerful sorcerers and priests who laid the foundations of what magic is in the popular conception. However, after the Era of the Church began, many of those who would have been great mages found themselves without magic and so they channeled their great intellects and vision into other pursuits. Many becoming legendary artists, musicians, inventors, and philosophers, their works containing trace elements of their true magical nature that become all the more apparent when summoned as noble phantasms. Casters fight with powerful sorcery and spells, focused through a medium such as an ancient artifact of power or their great works in life. These spells can vary from direct offensive bolts to manipulating emotions and mind control, to summoning magical constructs to fight for them. All in all the caster is the most versatile class, hampered only by its over reliance on mana which it draws from its master (or in the most vile cases, by feeding off the souls of bystanders) and its abject uselessness in a straight fight.
Casters have the class skills “Territory creation” Which works the same as Archer, though leaning more towards indoor locations like labs or homes, and “Item creation”, the ability to create powerful magical artifacts related to their skills in life.
Berserker: Heroes of Madness and Sorrow. Berserkers are heroes whose minds were shattered in the course of their adventures or who accomplished great feats while in the throes of madness or sorrow. Berserkers are powerful frontline combatants, equal or surpassing Sabers and lancers under the right circumstances. The true power of the berserker comes from their unique class ability “Mad Enhancement” which allows the berserker to triple their strength and speed at the total cost of their sanity. A berserker in this state will tear apart anything it can get its hands on but loses the ability to distinguish friend from foe and can usually only be brought back from this state through the use of their master’s command seal, of which each master only has 3.
Assassin: Heroes of Shadow. Legendary murderers and killers who would rather their names be forgotten. Assassins strike hard and fast from out of nowhere and then disappear before anyone can fight back. Their noble phantasms tend to involve either hard hitting anti-unit attacks or avoiding notice, usually both. Interestingly enough, as most of the better assassins remain unknown to history, the form the assassin takes usually appears as a shadowy figure or more commonly as the common assumption of who the true culprit is, even if this assumption is known to be false. The possess the class skill “Presence concealment” which allows them to completely negate the Aura that servants normally project, sometimes allowing them to pose as normal humans for a time.
Stats: The estimated strength of the servant in crucial areas divided into lettered ranks: E, for skills in which they are lacking, D, for skills they weren't known for in life, C, for skills they were above average in, B, For skills that they were considered to be on par with the best in, A, for things they were legendarily known for, A+, for skills they were supernaturally gifted in, and EX, for skills in which they are considered to have no upper limit.
Strength: Physical strength and combat ability
Endurance: Toughness and the ability to resist injuries and ailments
Mana: Magical ability
Luck: The ability to defy fate
Agility: Natural speed and dexterity
N. Phantasm: The estimated strength of your combined noble phantasms
Servant True Identity: Who are they? Are they one of the many heroic knights of legend? A demi-god from an era of myth? Or perhaps a folk tale that far too many people put stock in? Anyone whose story is known well enough can be a servant, but the more well known a servant’s legend is the more powerful they typically are.
Servant appearance: What does it look like?
Noble phantasms: The true power of the servant, most often appearing as a legendary artifact they possessed in life, these weapons are capable of powerful attacks that are the only things capable of destroying another servant. Noble Phantasms come in various classes:
Anti-Unit- Noble phantasms that excel in killing individual targets
Anti-Fortress- Noble Phantasms capable of destroying buildings
Anti-Army- Noble Phantasms capable of killing infantry en masse
Anti-World- Noble Phantasms that kill planets, these are banned
Mount- Powerful steeds or vehicles, all riders have at least one of these.
Reality marble- a pocket universe in which the servant is master and controls who enters and who leaves, many territory creation skills make these rather than pulling the location into the real world. The only acceptable place to use an anti-world NP.
Medium- The item through which spells are cast. All casters have at least one of these.
Summon- Noble Phantasms which can act independently of their Servants
Support- Noble Phantasms which can heal their users or allies
And Suicide- Noble Phantasms that kill the Servant in exchange for some effect.
Each servant can have a maximum of 2 Noble phantasms and only one of each class
Class and personal Skills: Skills derived from your class description as well as any personal abilities your Servant may have such as if the Servant meets the requirements of another class in their legend they can take skills from that class as well. There are also various independent abilities that grant unique advantages
Examples:
Divinity- Being related to, or considered a deity, allows for higher stats
Avenger- Those who were targets of great prejudice in life, gain power when taking damage
Authority of the beast- Those who are monsters, deal more damage to those who are considered fully human
Possession inheritance- Those who took up the blades of others in life, can adopt the NPs of fallen or willing comrades
As well as unique skills that pertain specifically to the Servant’s legend
A servant can have 3 skills in total
Alignment: Lawful good, Neutral good, Chaotic Good, Lawful neutral, true neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil
Lawful characters put stake in the idea of hierarchy and law and carry themselves with an air of nobility if not necessarily honor. Chaotic characters act impulsively without regard for consequence. Good characters fight for the sake of others, Evil characters want to inflict suffering on the world, neutral characters care about themselves first.
Servant history: Just a brief rundown of who they are and what they were like in life. Can differ as wildly from history as you want so long as it doesn’t radically change established events (The roman empire doesn’t exist in modern day, for example)
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