Opening & Rules

The Out Of World

Lichte's Brain
Location
-
The Throne of Heroes.






A construct unbound by time, where all those who have left behind great achievements ascend to a greater existence within the eyes of humanity. Here their souls are recorded and stored to serve a higher purpose.

Accessible from the Throne is the Backyard, a realm where all the World's memories are kept for reference and analysis by Gaia. It is a blend of past, present and future that is unbound by the axis of time just like Alaya and the Throne.


As part of a treaty of between Alaya and Gaia, the former has been permitted a duplicate of the Backyard's recorded memories to store and shape as it sees fit. This is the Great Land, a facsimile of the Backyard molded into coherent shape by Alaya's will. What happens in the Great Land ultimately has no influence on the rest of the World, thus it has been designated as a leisure zone of sorts for the Heroic Spirits within the Throne.

Having peered into the flowing sands of time, Alaya saw the countless Holy Grails scattered across the many divergent possibilities. Humans so frequently desired to bind Heroic Spirits as Servants under the Holy Grail system. Alaya, seeking to reflect these human desires, created a class system similar to the one possessed by the Holy Grail as a challenge for Heroic Spirits who seek fortune and glory in the Great Land.

Now seven Heroic Spirits emerge from the mists of bygone legend and discover the Great Land for the first time. Here they will test the limits of their strength, cunning and character as they pursue fantastic experiences in a land of history and high adventure!

1. Standard site regulations are in effect.
2. No God-modding. You will be warned for god-modding, but only three times before you will be kicked. NPCs are left solely in the control of the GM and whoever they see fit to appoint.
3. Any players caught cheating or excessively drawing the attention/intervention of moderators will be removed from the game. Serious arguments must be taken to a PM and kept from spilling into the IC, OOC or other site threads.
4. Be sure to include the GM in all PMs with other players.
5. If you intend to leave the RP, be sure to notify the GM beforehand and work something out regarding how you intend to have your character exit the stage. Otherwise, it'll be an absolute pain trying to make something of where you left off and trying to resolve the issue of your character in a manner that keeps the plot moving. Prolonged or unexplained absences will result in your character being put on a bus or getting killed off.
6. Be reasonable and polite when dealing with other players; caustic and/or condescending behavior will get you kicked from the RP.
7. If you actually read the rules, put the phrase "No lollygagging" in a spoiler at the beginning your character application PM. Post that in the PM itself, not the title of the convo. If the GM does not see this present, it indicates you have ignored the rules and your application will be rejected. Read the rules, folks.
8. You will be expected to exercise some basic writing skills in this RP. If the GM has trouble understanding what you're writing, you won't get in.
9. This RP is set in the Nasuverse, and as such players are required to have basic understanding of the franchise and important concepts prior to applying.
10. All Master/Servant applications will be submitted via PM. Be sure to include @The Out Of World and @Takoe in these PMs.
11. Failure to properly format your character sheet according to the template provided will result in your requiring to restructure and resubmit it. Keep line spacing and other details as is; just copy and paste the template and fill it out.
Only seven characters will be permitted to engage in this RP at a time. Only one character can be in each class, so applications may get competitive for class slots.

Irregular Servant classes are not permitted.

Characters from other fictional continuities are not allowed, though original characters made for the Nasuverse may be reviewed on a case-by-case basis. Blatant expies of characters from other fictional continuities are not allowed, either.

The cutoff date for proper Heroic Spirits is roughly in the ballpark of World War II. No, you cannot apply as Simo Hayha or Adolf Hitler. You can, however, apply as Fighting Jack Churchill, Mata Hari or any of the other important faces from that war. The more modern a Heroic Spirit is, the weaker they generally are. Heroic Spirits that are more commonly known to the public such as King Arthur, Hercules and Alexander the Great tend to be stronger. Any Heroic Spirits from the post-WWII era are Counter Guardians.

A maximum of 3 Personal Skills and 3 Noble Phantasms will be in effect for all Heroic Spirits. The 3 Personal Skill limit is a soft cap that only applies during the character application process, and may be exceeded by use of Skill Trainers in-game.

Double Summon is not available.

You cannot apply as Gilgamesh or Heracles.
Status
Class:
Alias/Titles:
True Name:
Alignment:

Parameters
Strength:
Endurance:
Agility:
Mana:
Luck:

-Begin Spoiler-
Biography
Appearance: (Written description, this is mandatory)
Personality:
History:
-End Spoiler-

Compels (Three defining character traits)
Compel 1: Description
Compel 2: Description
Compel 3: Description

Class Skills
Example (Include Rank): Description

Saber: Magic Resistance, Riding
Lancer: Magic Resistance
Archer: Magic Resistance, Independent Action
Rider: Riding
Berserker: Mad Enhancement
Caster: Item Construction, Territory Creation
Assassin: Presence Concealment

Personal Skills
Example (Do Not Include Rank): General description of Skill

Noble Phantasms
Name
Fancy Subtitle
Type: Anti-Unit, Anti-Unit (Self), Anti-Fortress, Anti-Army, Anti-Team, Anti-Territory, etc.
Rank: (E-A, include a "+" or "-" if your Phantasm's effective Rank can be increased/decreased under certain conditions)
Description: (Explain how this ties into the character's legend and what it does)
Rolls & Ranks
Rolls will be done with a d20, with the following translation for ranks to bonuses:
A Rank: +5 (5 Plus Modifiers)
B Rank: +4 (4 Plus Modifiers)
C Rank: +3 (3 Plus Modifiers)
D Rank: +2 (2 Plus Modifiers)
E Rank: +1 (1 Plus Modifier)

Plus modifiers can double your rank modifier for a single roll, but you can only use them a limited number of times equivalent to your rank's value on a 1-5 scale translated from the regular E-A scale. For example, a person with an A+ rank stat normally gets a +5 to his roll, but can double it to +10 with the the plus modifier. Since his base rank is A, he can use his plus modifier 5 times in a battle. Similarly, a C+ rank stat gives you a +3 bonus to relevant rolls that can be doubled to +6 three separate times.

Keep in mind that in order for a plus modifier to be used, condition(s) must be met as defined in the Skill or NP itself.

After reaching the spending limit for Plus Modifiers, the Servant cannot apply any of their rank modifiers or plus modifiers to their rolls for that specific stat until the conclusion of a battle or their current activity, depending on the situation.

Skills work the somewhat similarly, as do Noble Phantasms. Plus modifiers increase the Skill or NP's rank by one instead of doubling, however.

Mana
Servants will have a Mana meter; when a Servant uses a spell or Noble Phantasm, they draw from their Mana stat to fuel it. NP cost is consistent with rank, and passive NPs enforce a consistent drain on Mana to keep erect. If the Heroic Spirit's Mana supply runs out, they will have to find supplies to restore their Mana or recharge it at the nearest Waypoint Marker.

Mana Rankings:
A Rank: 100 Mana
B Rank: 80 Mana
C Rank: 60 Mana
D Rank: 40 Mana
E Rank: 20 Mana

NP Mana Costs:
A Rank: 25 Mana
B Rank: 20 Mana
C Rank: 15 Mana
D Rank: 10 Mana
E Rank: 5 Mana

Passive NP Mana Costs:
A Rank: 10 Mana per turn
B Rank: 8 Mana per turn
C Rank: 6 Mana per turn
D Rank: 4 Mana per turn
E Rank: 2 Mana per turn

Regular spells also pull from the Mana stat for fuel, but they tend to exert a much smaller drain. High Speed Divine Words and High Speed Incantation do not have any Mana cost, as they are simply the speed at which one can cast their spells.

HP
Every Heroic Spirit has a total of 100 HP. Their Endurance stat is their ability to reduce damage dealt to their hit point supply. When a Spirit's HP reaches 0, they will dematerialize, drop all items and treasure held in their Inventory and respawn at the last Waypoint Marker where they saved.

Inventory & Storage
There are two methods of carrying items. The first is your Inventory, which is a portable hammerspace for temporarily storing items and taking them with you on your adventures. The second is Storage, which may be accessed from any Waypoint Marker. A character's Inventory is limited by their Carry Weight, whereas Storage has no limitation on its capacity to hold items.

Carry Weight
All characters have a Carry Weight limit of 100 for their Inventory. Each in-game item has an individual weight value assigned to it. Should you reach your Carry Weight limit, you will be unable to apply any modifiers to your Agility rolls. Carry Weight has a hard cap of 120. Should you reach this hard cap, you will be completely unable to move until you remove items from your Inventory.

Waypoint Markers
Waypoint Markers are small spaces enclosed in glowing magic barriers. PC attacks and NPCs cannot penetrate them, and the space within a Waypoint Marker is different for each person. Multiple people may step inside, but each person is diverted to a parallel 'space' within the Marker. As a result, PCs cannot physically interact with each other inside the same Marker.

Warping
Characters may teleport from their current Waypoint Marker to any of the Waypoint Markers they have previously used.

GP
GP is in-game currency that may be acquired by taking it from NPCs, completing Quests, selling items or scavenging for dropped change in the wilderness like a hobo. GP is used to purchase items and services from NPCs and can be traded among players.
Diminished Stats
Most stats will initially be diminished from the state in their approved applications. This RP is meant to be a growing experience, so you will have to build your stats up to that level. The character sheet provides an upper limit for stat growth.

Increasing Stats
To increase your parameters from one rank to another, Skill Points must be allocated to that parameter. A total of three Skill Points allocated to a parameter will increase it to the next Rank.

Class Skills vs. Personal Skills
All Personal Skills are initially reduced to E-Rank. However, Class Skills are unrestricted from the beginning and will remain at the Rank specified in the character's stat sheet.

Class Skill Functions
Magic Resistance: Decreases Magic Damage.
Riding: Allows for mounting and controlling vehicles and Phantasmal Beasts.
Independent Action: Grants automatic Mana regeneration outside combat.
Mad Enhancement: Increase in Parameter Ranks when activated.
Item Construction: Enables creation of items and Mystic Codes.
Territory Creation: Builds a Territory favorable to the user and ideal for performing magecraft.
Presence Concealment: Renders user undetectable. Attacking causes this to drop.

Skill Points
Every time a Boss, Heroic Spirit or major enemy is defeated in combat, all surviving characters that were involved in the battle with it gain a Skill Point. Skill Points occasionally may be awarded for completing Quests. Skill Points may be used to upgrade and/or unlock a character's accumulated Personal Skills. Skills have to be unlocked in stages, requiring you to buy each Rank in a Skill until it reaches its full potential. Since all your starting Personal Skills are auto-unlocked at E-Rank, you don't have to spend the 1 SP on reaching it unless you've learned a Personal Skill from a Skill Trainer.

Personal Skill Unlock Cost (Starting Skills)
To E-Rank: 0 SP (Automatic)
To D-Rank: 2 SP
To C-Rank: 3 SP
To B-Rank: 4 SP
To A-Rank: 5 SP

Skill Trainers
Scattered throughout the Great Land are various trainers that can enable you to learn a Personal Skill for a price. However, each Rank in that Personal Skill must be individually purchased and later unlocked with Skill Points due to lying outside the character's normal skillset. Plus Modifiers may be gained by completing a specific Quest given by a Skill Trainer.

Personal Skill Unlock Cost (Trained Skills)
To E-Rank: 1 SP
To D-Rank: 2 SP
To C-Rank: 3 SP
To B-Rank: 4 SP
To A-Rank: 5 SP

Noble Phantasms
Noble Phantasms are initially locked and must be unlocked with Fate Points. Instead of upgrading from one Rank to another with Skill Points, Noble Phantasms must be unlocked in their entirety with a fixed quantity of Fate Points. Fate Points are accumulated by fulfilling a character's three Compels while on your adventures.

NP Unlock Cost (Fate Points)
A Rank: 10 FP
B Rank: 8 FP
C Rank: 6 FP
D Rank: 4 FP
E Rank: 2 FP
 
Last edited:
Character Matrix: Assassin

General
HP: 100
Mana: 40
SP: 0
FP: 0


Status
Class: Assassin
Alias/Titles: Lover to whom Befalls Tragedy
True Name: Tristram
Alignment: Neutral Good


Parameters
Strength: (E) - - - D
Endurance: E o o o (D) - - - C
Agility: E o o o D o o o (C) - - - B
Mana: E o o o (D) - - - C
Luck: E o o o D o o o C o o (B) - - - A


Compels
Lovestruck: A hopeless romantic that will easily become attracted to any women he meets. Truly, a fool that doesn't think through until it is too late.
Chivalrous Pervert: A shameless flirt that truly appreciate feminine beauty. However, unlike some of his peers, he actually cares about them as people, and not merely as objects to ogle at. Anybody that dares to wrong women shall be punished with extreme prejudice.
Prototype Robin Hood: An archer who steals from the rich and give them to the poor? Where have we heard this tale before...

Class Skills
Presence Concealment (B): Detectable only at close range while in line of sight.

Personal Skills
Nature of a Rebellious Spirit (E): Nullifies the effects of E-Rank Charisma.

Subversive Activities (E): It is possible to disable 20% of the enemy's total military force before they advance.

Star-Crossed Lover (E): Rank-Up to one random parameter, Rank-Down to Luck.

Noble Phantasms
Fail-Not
Sure Shot Spanning Many Leagues
Rank: C+
Type: Anti-Unit
Category: Active

Rank Up Condition: First shot fired from Fail-Not, and the enemy has not seen this Noble Phantasm in use before. Plus modifier is lost on subsequent shots.
Rank Down Condition: Subsequent attacks after the second usage on the same target will incur a cumulative rank down to a D-Rank Noble Phantasm.
Description: Assassin's legendary recurve bow, a priceless masterpiece for which was enchanted by Merlin himself. It is a weapon said to be unable to miss, a sure shot that can strike many leagues away. Its value as a bow is high, but it is a weapon of supreme surprise; it will never work as well the second or third time as it will the first. The act of drawing the bow and preparing a shot that cannot miss takes a total of three minutes, during which Tristram cannot be interrupted lest he lose the guaranteed hit property of his weapon.

It is a long range attack with a near instant travel time, though over a distance of four leagues it can still take almost a minute to finally hit his target. The arrow will curve and bounce and ricochet until it strikes its target, doing so unerringly, though unfortunately the enchantment does not hold true for a lethal injury; despite its sure-hit properties, Fail-Not has no guarantee it will do damage. Assassin himself notes that it is much like himself, a Noble Phantasm that is doomed to descend to ruin as time goes on. The first time it is fired, defence is unlikely to the point of improbable, and it will likely cause serious harm, yet with every subsequent use, its power fades just a little more, until Fail-Not is no more than a simple recurve bow that has accompanied Tristram through thick and thin.


Fail-Not
Everwatchful Sentry, Unfailing Trap
Rank: B
Type: Anti-Unit
Category: Passive (when firing)
Description: A simple trap using Assassin's legendary bow in order to attack remotely to the opponent. It is an ability born of a fundamental misunderstanding that a bow absolutely must have a user, and Assassin's own narcissistic qualities causing his to fight in plain view. It is a Noble Phantasm that functions as a trap, and if it is discovered beforehand, then it is useless as a weapon.


The trap is laid by placing Fail-Not within a special trapping contraption that he carries around with him, and setting the weapon to over-watch an area. At his direction, Assassin can cause the bow to attack any within that over-watched area, even if Assassin is otherwise occupied. It is a more useful overall ability then Fail-Not's sure-fire hit, but it is fraught with its own risks. Assassin himself must be able to see the target, regardless of if there is a straight line between them and him, and he often engages in melee combat whilst using this Phantasm. More than once, Assassin has hit himself with his own weapon.

Despite this, once placed, Fail-Not operates on the principle of out of sight, out of mind; it over-watches an area with no regard for how it might actually fire into such an area, and its shots will bend and curve in order to make the designated attack.
 
Last edited:
So does George S. Patton and his tanks count? Just wanted an estimate on the time limit thing.
 
Back
Top