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Fantasy Valhalla Shadows: Prison of Heroes

How strong should the characters be?

  • Realistic: The heroes are just people. Some people are strong but no one is an army by themselves

    Votes: 2 7.4%
  • Mythic: Everyone is as strong as their stories say, no more, no less. Magic is real, but uncommon

    Votes: 16 59.3%
  • Anime: Everyone is badass. Weapons are magic and magic is real. Battles are big, flashy affairs

    Votes: 9 33.3%

  • Total voters
    27
Really you only have to dial him back as much as the other characters are. If everyone has abilities of that level then it's fine. I have a character I'm working on now that could block tons of arrows easily enough.
You really have to read up on him because some of his feats are insane. E.g. Pushing a chariot with the weight of the whole universe upon it back 2 feet with just he force of his arrows. That and the army-destroying weapons he could invoke at will
 
I'll avoid that one then

No way, go for it. If I wasn't gonna do Napoleon I was gonna do Alexander the Great instead.

You really have to read up on him because some of his feats are insane. E.g. Pushing a chariot with the weight of the whole universe upon it back 2 feet with just he force of his arrows. That and the army-destroying weapons he could invoke at will

Yeah. Actually you might wanna tone him down just a little bit.
 
No way, go for it. If I wasn't gonna do Napoleon I was gonna do Alexander the Great instead.



Yeah. Actually you might wanna tone him down just a little bit.
I'm leaning towards Napolean for now. The image of him snapping his fingers and dozens of cannons and field guns materialising in mid-air just makes me laugh.
 
Crap. Well one other person has made their CS...

Hmm.

I think I'm gonna call it quits on this one but I think I have a better idea I'm gonna pitch over in fandom.

What do you think of this:

A fate/apocrypha au based around a Great Holy Grail War taking place on December 24th, 1999 in the destroyed city of Chernobyl. One Week before the beginning of the new Millennium. The Rules are pretty much the same, 2 teams of 7 masters summon 7 servants and fight to the death. However the prize is a bit different, rather than fighting to claim the holy grail as usual the victor of the Millennium's End conflict earns the right to write the script on the next 1000 years of human history however they see fit.
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The 2 factions consist of the Black Side: The Holy Church who have maintained control over the script for the last 2000 years, maintaining their power and driving mages into the shadows. However as the millennium ends the power of the script wains and the Church looses power. Their goal is simply to reaffirm their power for the new millennium.

and the Red Side: The Mage's Association which consists of the unified forces of the various mage families who aim to overthrow the Church and restore Mages as a whole to a position of control over the world while greatly weakening the Church in the Process.

Of course the sides aren't nearly as unified as they sound on paper and each of the masters has their own idea of what should be written in the script. After all, one master can ever be the victor in a grail war.
 
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I'm also good with the Fate AU. I just really wanna play as Koschei in something.
 
Hmm.

I think I'm gonna call it quits on this one but I think I have a better idea I'm gonna pitch over in fandom.

What do you think of this:

A fate/apocrypha au based around a Great Holy Grail War taking place on December 24th, 1999 in the destroyed city of Chernobyl. One Week before the beginning of the new Millennium. The Rules are pretty much the same, 2 teams of 7 masters summon 7 servants and fight to the death. However the prize is a bit different, rather than fighting to claim the holy grail as usual the victor of the Millennium's End conflict earns the right to write the script on the next 1000 years of human history however they see fit.
--------------------------------------------------------------------------------------------------------------
The 2 factions consist of the Black Side: The Holy Church who have maintained control over the script for the last 2000 years, maintaining their power and driving mages into the shadows. However as the millennium ends the power of the script wains and the Church looses power. Their goal is simply to reaffirm their power for the new millennium.

and the Red Side: The Mage's Association which consists of the unified forces of the various mage families who aim to overthrow the Church and restore Mages as a whole to a position of control over the world while greatly weakening the Church in the Process.

Of course the sides aren't nearly as unified as they sound on paper and each of the masters has their own idea of what should be written in the script. After all, one master can ever be the victor in a grail war.
That does sound awesome. I'll check it out as soon as I can
 
That does sound awesome. I'll check it out as soon as I can

It's not ready yet. I'm working on the character sheet at the moment. I'll post it here when I'm done so that anyone who's already here can get a head start on claiming servant classes and then post the full thread afterwards.
 
Ahead of the curb, I'm claiming Rider of Red and Berserker of Black

Also 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.

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)
 
Ahead of the curb, I'm claiming Rider of Red and Berserker of Black

Also 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.

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)
So will there be another thread for us to post the masters, or will we post them in here?

Also, I claim Caster of Red, since you claimed Rider.
 
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So will there be another thread for us to post the masters, or will we post them in here?

Also, I claim Berserker of Red, since you claimed Rider.

There will be another thread up sometime tomorrow. It's 4 am so I'm not doing it now.

But if you want to post your master here and then copy and paste it to the real thread tomorrow that would be fine. It'd let me look over it sooner anyway.
 
No problem, it was easy to miss. I'll make a full list of roles that a claimed when I make the character sheet page Proper.
Actually never mind. Could I change my reservation to Archer of Red? Same character, I just realised he fit better into a different class
 

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