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The Line of War 
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Legendary Ghost
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Joined: Mon Aug 11, 2008 6:42 am
Posts: 12630
Location: Belgium
Country: Belgium (be)
Gender: Male
Currently Playing: Final Fantasy XI, Left 4 Dead 2
Coming some day to the RPG section closest to you, it's the return of Mcleodgaming's largest RP project ever, The Line of War!

Loosely based on the universe of Kingdom Hearts, the RP will take you through various worlds as you strive to attain your goal, while a fullblown war rages around you.
___
Story outline.

The change had gone unnoticed to most civilians for quite some time. Planets began to gently shift out of alignment, a most distressing signal of what was to come. The strain on the Gummi ship routes became obvious soon enough, as the routes were stretched to their limit. Constellations distorted in the night sky, as one by one the worlds were isolated entirely. Days of panic travelled through the galaxy as trade between planets halted, fear gripping many worlds as they would be unable to survive without the gummi ship routes they had come to rely on. After three weeks, however, two new routes formed out of nowhere, each leading to the world of Twilight Town. Shock registered with both the Kingdom of Disney and the Organization as their stronghold worlds, Disney Castle and The World That Never Was, respectively, were suddenly so easily reached. It was not long before the once calm world that laid between them was turned into a warzone. Despite this, astronomers everywhere noted however, that it seemed that this was only the beginning.

So;

Will you try to find out more of what is happening, and unlock the mysteries of the shifting universe?

Or will you travel the line and strike the final blow onto your enemy, finally ridding their influence from the galaxy?

The choice is yours to take.
___
The sides

Join one of the two factions as they fight for survival and dominance in the suddenly shrunken universe.

The Castle Knights. Once a group of elite soldiers who trained years just for the privilege of being able to guard the castle, now they have become the Kingdom's main army, having even started to accept mercenaries who went through a shortened training course of how to fight the Kingdom's enemies into their ranks. Despite their official title, they are often called "Keyblade Wielders" or "Keyblade Knights" by the civilians and even some of their own members, due to the insignia every member has to wear on their right shoulder, which displays Disney Castle's iconic tower, as well as two keyblades crossing to form an X in front of it.

The Organization, originally having been given the number XIII by the Kingdom to indicate the number of members, has swollen in number ever since the planetary shifts began. This was quickly explained, though, as it became obvious that the Heartless, who we will discuss soon, had begun to prey upon the worlds that had lost their protection from the Kingdom. Many of the worlds were attacked in full force by the monsters, causing the deaths of millions of people, and the creation of tens of new Organization members. They, and the non-human creatures that often serve them, are often called "Nobodies", referring to the fact that they are incomplete.

These two factions are quite vocal about their aggression to one another, but then there is a third, less vocal, but equally dangerous faction.

The Heartless, whose newfound aggression we have briefly discussed during the Organization explanation, have used this confusion to do what they do best; multiply. They invade worlds which have lost all contact to the Kingdom, and slaughter it's population, consuming the hearts of the deceased in order to create more of their kind. They are ruthless, set on simply feeding until they are satisfied. Strangely, however, their aggression seems to have now turned on the Organization as well, who do not possess what the Heartless desire as sustenance.
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Tug o' War

The RP will feature a never before seen on Mcleodgaming "tug o' war" system. Every planet on the left side of the universe will start off as being under control of the Keyblade Wielders, while the right side will be under control of the Nobodies. The central world, Twilight Town, will be controlled by Heartless at the start.

You may travel to any planet within the influence of your own faction, but you may not travel past the first planet that is controlled by another faction. If you want to travel further, you'll have to complete a quest that will usually lead you to the guardian of that planet. Defeating him will allow your faction to reinforce the planet and claim it for themselves.
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Influence

Technically a subsection of the Tug o' War, influence plays a major part on the frontlines. Every world has an "influence" bar, which leans to the left or the right, to indicate which side has more influence on this world. In order to take over a world, the bar has to be tilted 100% to your faction. Many actions have an effect on the bar, including but not limited to doing certain quests and killing enemies. Note that Heartless can't take control of a world in this manner, and will simply try to get the world into the most neutral state possible (which means they're more likely to attack the team that is winning)
___
Heroes

You are not alone in your mission, however, you will meet various 'heroes', who will protect a certain planet or patrol a certain amount of planets, attack the next planet in the chain, or who might not even participate in battle at all. Do note that interaction is very important. Depending on how you act inside and out battle, the hero might come to either respect or dislike you. While in most cases, dislike just means he won't cover your back in the heat of battle, some heroes might actually defect to another faction or try to sabotage you. Your way of acting will have consequences.

Note that heroes have use even beyond the battlefield. They may be willing to train you or give you quests. Once agein, note that every hero reacts different to being spoken to. Some may find someone who threatens and swears gutsy, while another might find it disrespectful. As such, forcing your character to act a certain way that doesn't agree with his background/spreadsheet will not only make you seem ridiculous for pretty much breaking character, but it won't net you any extra rewards.
___
The worlds.

There are more worlds than the ones drawn into the Tug O' War. These planets are usually referred to X planets, while the worlds within the line are called Y planets. X planets may have their own, small faction that controls the world. They cannot be taken over in the same way as Y planets, but you may get them to "ally" themselves with your faction. Some of the more populated worlds will have their own hero, who can be influenced to join either side of the conflict. Once influenced he or she will, most of the time, not listen to the pleas of alliance from their victims, but should their home world be in any sort of danger, they will rush home, making them unable for use anywhere else until the danger has passed.
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Homeworlds.

Disney Castle and The World That Never was are currently the only known homeworlds, although it is rumored that the Heartless have one as well. A homeworld is the last bastion of defense. When it is conquered, the RP is finished. However, do note that since all other planets will have been conquered by the attacking side, all the heroes on the defending side will be gathered on the first line of defense of the world.

Conquering a homeworld is more straightforward, but harder. You and your allies will have to battle through the first line of defense, made up from all the heroes under control of the faction, as well as the opposing players.

The second line of defense is a fight against the two guards of the faction leader. While this fight is going on, defending players are offered the opportunity to prepare at the final line of defense.

Should the guards fall, the enemy will encounter the last line of defense, composing of the faction leader and the refreshed opposing players.

As you can see, winning will not be a walk in the park.
___
Stats

Only gummi ships have stats, namely speed (for fleeing), carrying capacity (number of people it can carry) and armaments. (number and type of weapons)

There are no actual statistics to specific people, except for the level of their bonus skills. (go to bonus section for more info)
___
Death.

Dying is never a pleasant experience, but thankfully it is not a permanent one. Both sides have discovered (or stolen) a sophisticated device that works as an emergency teleportation device, which activates once the wearer's vital signs drop to zero, causing their body to be sent to a teleportation beacon, which sends it to another one, then another, etc... Until the body eventually arrives at the medical ward in the home world, where the player will be revived. (albeit weakened for a short while, during which they cannot leave the home world, as gummi ship travel would cause additional damage)

Note that if you happen to fight in a place where the teleporter doesn't work (which will ALWAYS be announced as soon as you enter the location), death WILL be permanent.

Also note that while allied heroes will in many cases get the same teleportation rescue, some heroes might enter a fight where they're doomed to die, or not have an emergency teleportation device at all!
___
Quests.

Quests are an important aspect of the RP, considering they are the only ways to unlock X worlds for your side to explore.

Quests can be put into several categories; the larger ones being "recruiting", "reconnaisance", "acquisition" and "influence". The category of quest you are handling is revealed when you receive the offer to take the quest, meaning you can pick out only the quests of the type you want to do.

"Recruiting" is simply a quest in which you attempt to convince a specific hero to come fight for your faction, they are usually only discovered after a few reconnaisance missions.

"Reconnaisance" is the basic quest type, which you have to do in order to find/unlock both "recruiting" and "acquisition" quests. The quest usually sends you to an unknown gummi route, which might lead to a new world to explore and possibly convert to your cause.

"Acquisition" is for the collection fanatics, these quests will usually unlock gummi ship blueprints for your faction, or perhaps new equipment and weapons for the NPCs. In the rarest case, this might lead to a weapon which will be extremely useful against Heartless. (note, the weapon is available to both factions, but in a different form)

"Influence", the true war quests, they will send you on a quest to give your faction an edge in the local tug o' war, usually by sabotaging or assaulting the enemy. These quests can quickly turn the tide of the fight, leading to a quick victory if teamwork is employed.
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Gummi ship routes.

These are the paths between worlds that need to be traveled in order to safely reach another planet. Most X worlds have a gummi ship route that can only be reached from a Y world. This means that you can only reach the X worlds if the Y world the gummi route starts on is owned by your faction. Some, extremely rare cases however, have gummi routes starting from more than one Y world, meaning it is possible to encounter enemies even there, or use them as a shortcut to get behind enemy lines!
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Space combat and boarding.

Space combat will occur when members of different factions travel the same gummi ship route or take up orbit around the same planet, and it is where the difference in gummi ship models begins to take notice.

Fighting in space will, like ground combat, take on a freeform fighting style, the only difference being that your ship will have shields, which you can regenerate over time even if they are taken offline. It's only when the shields go down that you'll actually be able to be damaged. (but if you are damaged, you'll have to land on a world to repair, getting out and doing it in the middle of space is likely to be a bad idea)

Also do note that if you wish to board your opponent, his shields will have to be offline. If you do board, you'll pretty much be in a very tight environment for the fight, with very little place to move, and not to mention that if you hit some of the equipment, you might cause an explosion that'll kill both you and your opponent.
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Bonuses

As the RP is mostly freeform, you might think that this means you are stuck being just as strong as a new player, even though you have been playing much longer. But this is where the bonuses come in. There are two, and both give you an edge over newer or less active players, thus activity WILL be rewarded.

Influence Boost : Every week, you will get a PERMANENT boost to the influence you gain from every action. As such, you will be able to capture worlds faster, without becoming stronger in a face-to-face fight.

The second boost varies depending on the faction you are with, and will "level up" whenever you are a major contributor in the conquering of a world. The boost is as followed;

Summon : The exclusive Nobody version of the boost is the only summoning spell available to players in the game. It allows you to summon a group of minions who will fight your opponents and protect you until they perish. They might be unable to handle a hero or a player, but they are replacable. With more levels, you will be able to summon more/different types of nobodies, as well as have more control over them.

Ally : Not so much an ability as a trait, this will allow you to recruit some heroes to accompany you as an ally. While they are stronger than the summoned minions, your ally cannot be replaced, if he perishes in a fight, he will be sent back to the homeworld like you would if you died. After that, he will wait for you to either come invite him again, or for you to tell him to go back to his previous task. Until you do so, you will be unable to recruit anyone else as your ally. As you gain levels with this, you get to recruit stronger heroes, as well as have more control over their actions by way of commands.
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There, it's far from finished, and I've had to take quite a few things out, not to mention that I've changed a few things around, but it's nice to be working on this again.

Anyway, feel free to ask questions/post comments/critisism, go nuts.

_________________
Play Smite with me? (It's like LoL or Dota, but less frustrating)

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"Jesus promised the end of all wicked people. Odin promised the end of all ice giants. I don't see many ice giants around."


Wed May 19, 2010 3:17 pm
Legendary Ghost
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Joined: Mon Aug 11, 2008 6:42 am
Posts: 12630
Location: Belgium
Country: Belgium (be)
Gender: Male
Currently Playing: Final Fantasy XI, Left 4 Dead 2
Biography template :

Name :
Gender : (Don't even start with the sex jokes)
Age : (16+)
Faction : (Organization or Castle Knights)
Personality : (Obvious, no?)
Appearance : (picture and/or detailed description)
Bio : (History, reason for joining the war, go wild)
Weapon of choice : (fists are a bad idea, seen the teeth on those heartless?)

===Castle Knight biographies===
_______________________________________________________________________________________________________
Name : Alex Barton

Gender : Male

Age : 16

Faction : Castle Knights

Personality : He's certainly passionate about being a castle knight, and as such, is very excited to go into battle. He's hot-blooded, and is determined on whatever he does, no matter how trivial it is. His fast pace, aggression, slight disregard for any authority, and cheerful personality can bring new life to whomever he's accompanying. Or irritate them to the point of “Friendly Fire”.

Although there is a reason for this, often being called “girly” from childhood, he's become insecure about himself, and keeps it mostly bottled up all to himself. However, upon hearing a comment about this trait, he'll go into a blind rage (unless you're a cute girl, then he'll just shyly and/or politely dissuade you from calling him that). It doesn't help he has hobbies such as cooking.

Appearance : Of course, he has a feminine figure (and is shorter than most men), and has long, chestnut coloured hair that's fashioned into a ponytail. His brown eyes are often hidden behind round-ish goggles, for eye protection. He wears a dark green long sleeve (a gift from his guardian), under a black vest that has both multiple pockets (two on the side, four in), and is tight around the waist. The long sleeve itself is longer at the lower hem all the way to just below the crotch, and can give off the impression that Alex is wearing a skirt over his brown cargo pants. As for footwear, he has simple brown boots.

Bio : Like what the above had said, Alex has been often mocked about his appearance, causing him to double his efforts in whatever he does, including fighting anyone insulting him. While not very strong in close quarters, he found that peppering his targets with a slingshot made the inevitable punching a lot more easier, and everyone moved a bit farther when he was able to upgrade to a rifle.

He eventually (with his Guardian's permission; she knew he wouldn't stop asking, maybe even running away) joined the Castle Knights when he was of age. Keep in mind that he didn't join to rid the universe of the Organization, or some deep reason like revenge; He simply wants to prove himself as a man.

Weapon of choice : Scopeless Bolt-Action Rifle, 8 rounds (1 if that seems too much), can't be reloaded until after a battle (or a break). It also has a bayonet for melee, and even without that, it's still basically a wooden club.
_______________________________________________________________________________________________________
Name : Aaron Turner

Gender : Male

Age : Thirty-four

Faction : Castle Knights

Personality : Aaron is so serious it almost hurts. Almost. Now, if you look at appearance you might realize that he's very muscualar, and in video games and the like muscles tend to not go with brains. Not in Aaron's case. He is a great stratigest, and knows what to say at the right times. Aaron believes in justice, and will do anything to follow that path. Being a follower of justice he WILL fight, and kill, Heartless and Nobodies without remorse. Usually. Because, despite that serious look he has on his face all the time, he DOES have emotions, and though it is very hard, you CAN make him sad. Or angry. Your pick.

Appearance : Aaron is wearing a full suit of steel, gray armor most of the time, taking his helmet off only to eat, drink, and other such things, and the full suit off only to sleep. The helmet is one of the squarish ones that I don't know the name of. Aaron is very tall and muscular, almost making others think of him as a giant (not the ones forty feet tall, of course. I'm thinking more along the lines of nine...). Underneath his body helmet Aaron has short black hair and a mustache beard combo, and a thin scar going vertically across his left eye.

Bio : Aaron is a quite boring person. He was always picked on for his size, but he didn't care, and eventually the people teasing him stopped caring too. His father told him about the Heartless and the Nobodies, and has been taught that they aren't exactly the nicest people. So when the war started he decided to help. The end. What? I told you he was boring, didn't I?

Weapon of choice : A long, double-edged steel sword, and a large circular shield of also-steelness. The sword is quite heavy as is the shield, but it quite helps him kill things better.
_______________________________________________________________________________________________________
Name : Amarantha "Amara" Victoria Harrison

Gender : Female

Age : 17

Faction : Castle Knights

Personality : Amara is a very bubbly, spirited, and jovial person. No matter how dim a situation is she is quick to remind everyone not to lose hope and to never give up. Her presence alone brightens the room or relieves tension. Amara is very friendly, and makes friends easily (Even if the other party does not desire her company). There are times when she may seem a bit airy, but in fact she is quite intelligent. Amara is capable of effectively using advanced technology a skill that she inherited along with her distracting curiosity from her father Galen an inventor. Her innocence also conveys a sense of childishness that some find hard to deal with. Even though she is very cheerful, (almost to the point of annoyance for some of the more sombre characters) she is not to be taken lightly during battle. Of course, she enjoys taunting her foes, and laughing while effectively taking out her enemies. She enjoys it when people take her lightly because of her innocent appearance, "it makes it easier to beat up the bad guys".

Appearance : Amara is about 5'5 and has a slender body toned through rigorous exercises in the academy and lightly tanned skin. Her hair is a pinkish peach though almost looks blonde, it's straight, and kept at a length to the middle of her back. Usually she keeps her hair up in a ponytail tied with a red bow and her bangs frame her face. Her eyes are bright and cheerful, green-blue in colour and have a playful mischievous look to them. She has a button nose and a charming smile with rose red lips. On her ears she wears earrings in the shape of keyblades. She wears a forest green long sleeved belly top with steel guards on her forearms. A large belt hangs on her waist, simply there for aesthetic reasons with a large star belt buckle. Amara also has a blue mini skirt with armour over it in a fashion not to hinder movement and black leggings with guards on her thighs. On her feet are dark brown skin tight boots that go up the length to almost her knees.

Bio :Amarantha, more commonly known as Amara worked with her father, Galen, in his workshop for as long as she could remember. She never actually built anything herself, however she played with and tinkered with the various gadgets and prototypes that he created. As a child, she spent a large amount of time at the castle since her father was a Castle Engineer and her mother, Harina was a Castle Knight. Even though both her parents were always busy with their work, Amara was never sad or lonely, she was proud to have such important people as her parents, even quick to tell other children who her parents were (much to their annoyance). Her world fell apart following the mysterious death of her mother. Many speculated that Harina's last quest was sabotaged, because as soon as she arrived she and her gummi ship were ambushed by heartless. Doubt and conspiracy circulated throughout the castle for months following the incident.

Galen was devastated, he could not work on anything, he would have starved to death had Amara not pleaded with her father. He resigned from his position among Castle Engineers, taking with him all his plans, designs, and models that he had made over the years and hid them where he believed no one would find them, not even Amara. He locked himself in his room, rarely coming out for days only opening the door for food, water or to bathe. People began to think that Galen had gone mad, after his wife's death and less and less people began to visit their household. This isn't to say that Amara did not suffer following her mother's death. The girl was abruptly shoved into a world where evil sometimes did defeat good and that people everywhere were in danger. She wanted to bring an end to the darkness and provide light for everyone, and so she joined the Castle Knight Academy.

It was probably one of the hardest experiences that Amara had to endure, though she remained positive and continued to try her best. During the extent of that time she had not heard anything from her father aside from that he was still living. Rumours were also going around that he was constructing something. During her time at the academy she was also introduced to the "Magic of Music", she proved to have potential as a songstress. On the day of her graduation, Galen appeared to the public for the first time in years. He presented his daughter a gift that she uses to this day. He called it Harina's Voice.

Weapon of choice : Harina's Voice - A silver six holed flute that Amara can play to cause different magical effects or occurrences. The special "Galen Gimmick" of this flute is that by pressing onto the bottom of the flute it expands into a full length sturdy pole. She primarily uses it in it's pole mode in comparison to calling upon magical notes.
_______________________________________________________________________________________________________
Name: Gennedy Zakharov

Gender: Has a Y chromosome

Age: 42

Faction: Castle Knights

Personality: Gennedy is the consummate professional. Three principles dictate his life of which only two are known to the public. The first is to be polite. The second is to be efficient. The third and final principle he keeps to himself. Politeness is obviously just a part of doing business which went well with efficiency; which meant he was rather pragmatic at times. There were times where he let emotion sway him but such instances were rare and little correlation was found between them. It didn’t help that he liked to keep to himself most of the time. He’d never mince words when he spoke however, which may be off-putting but they simply contained the truth. Another effect caused by his second principle also meant that Gennedy had little time for games if it did not yield any result. After all, as a professional, he was serious and took pride in what he did, even if it wasn’t as glorious as many people seemed to think.

Appearance: The first things you’d notice when you encountered this tall and wiry man was his mask and his coat. He was wearing a complete white ceramic face mask that had dark parallelograms leaning towards the centre where his eyes would be and a red smile that ran the majority of the width shaped like a stretched ‘w’. Hiding his ears was unruly black hair. His coat was such a deep blue it was almost black. It joined from his collar down to below his waist where it parted at an angle for his feet. The inside of the coat was maroon. The rest of his attire was similarly blue, which consisted for a pair of regular pants, a belt from which equipment could be hung and a vest not unlike in function of the belt. His shoes on the other hand, are a spit-shined black, and only slightly blue to the special polish Gennedy uses. Another interesting thing about him was that he only ever wore the insignia of the Castle Knights in the presence of other knights, removing or putting it on temporarily when no one was looking.

Bio: Gennedy had always been a quiet and lonely child, keeping to himself, even in presence of his family. However, his quiet nature kept hidden his secret training that he used to pass the time whenever social obligations had not occupied him. He was found out by a passing Castle Knight one day, who thought he had potential. Much convincing of Gennedy’s parents and silent consent later, he was brought to the academy.

It was time well spent making himself known as one of the betters but never admitting it. Because unlike other young hopefuls, he never had an ideal to follow, no hero nor figure he emulated. Simply put, he did whatever he could within the bounds set by the academy, whether they were looked on favourably or not, almost like a cold, emotionless and rational sociopath, albeit a quiet one. It was the easiest way to go about in life, doing what you were told and not thinking too hard about the clear blue sky. That may also explain why he was sent on more covert tasks, leaving the boisterous idiot heroes and upstarts determinators to do what they did best, be loud and distracting whilst he achieved his objectives quickly and quietly where he could.

This certainly did not help him in terms of magic, which he saw little use for when something more substantial and less flashy would suffice. Either way, it was around the time they started teaching magic that he took to wearing a mask. True to his quiet nature, he never gave a reason as to why. They thought maybe it would make him look cooler, or shield him from magic but the real reason evaded them. It has remained a part of his person, even in his private time, ever since.

Being one of the older knights, he was on the cusp of retirement from active duty when war finally broke out. Now instead of his simple and plain reconnaissance and acquisition missions that he had been adept at in the past, they were sending him out to kill. Channeling this through his mindset made him something else altogether. Where he once was but an incorporeal shadow, he was now a battlefield assassin and in hushed tones his enemies would utter a single word that stood for him, the Operative.

Weapon of choice: He did not have a weapon of choice. What he did have was a weapon combination of choice. A knife the length and width of his forearm, flat as possible to allow for flight and with a hole twice as big as his finger at the hilt for various grips and a small ring pommel, was one of the two in the combination. Etched on either side of the matte black blade, if the one were to focus enough, were the words, “End Game” on them. The second was a long wire and dark wire about the width of his thumb that could be cut off at any point with a ring hook at the end. He could use them separately but normally he preferred to open with his knife thrown and hooked to the wire.
_______________________________________________________________________________________________________
Name : Darreon Oswald

Gender : Male

Age : 36

Faction : Castle Knights

Personality : Some might consider Darreon to be a very kind and sympathetic person. However, he personally thinks that a better descriptive term would be trusting. He usually never has difficulty getting along with teammates and has no objections to putting his life into their hands, because he trusts them. What he does have difficulty with are selfish, uncooperative people, and people who break his immediate trust. It takes time and much effort to regain it. Darreon always holds a grudge against those higher in rank than him, weakening the trust he places with them. Towards his enemies, he holds little contempt, fueled by the protection of his homeland, rather than hatred towards them. For this reason he is a more defensive character who prefers to guard a planet under attack then rush into the opponents' home base.

Appearance : Onlookers are immediately drawn to Darreon's most obvious feature; his stunted arm. His right arm is considerably shorter than his left, making Darreon look somewhat unbalanced. Even so, both arms are fairly strong, shown by the noticeable muscle mass collected on each one. His face shows early signs of aging, soft wrinkles sprinkled about his features. His once bright blue eyes have turned to a softer gray. His hair, however, has resisted aging and is still a natural shade of orange. He prefers to keep it fairly well trimmed, the tips of his bangs almost reaching his eyebrows. His complexion is fairly pale from spending a good amount of his life indoors. As for clothing, he wears a simple mithril chest plate, the shine dulled from years of wear and tear, as it was mandatory uniform in his dangerous workplaces. This encompasses the whole of the chest, but leaves the shoulders open for maneuvability. The armor for his arms are custom cut pieces of leather that hug the arm tightly. Each arm has two pieces of the tanned leather. One reaches from the shoulder to the elbow, the other from the other side of the elbow to the wrist. His right arm armor is considerably shorter due to the length of the arm. On both the elbow and the shoulder he wears thin metal bowl-like cups that allow the joint enough room to move but still offer some protection, albeit minimal. On the legs, Darreon dons thick cloth pants,
offering very little protection from anything but perhaps a bite or two, but allow his legs complete freedom to move. His feet are adorned with leather boots that reach about halfway up his shins. These are thinner than the thick leather that he wears on his arms, and do not hinder his running ability or joint movement as much as other boots may.

Bio : As a young boy, Darreon was bright and full of aspirations. He was pumped and ready to shoot for the stars, and he did it. He started his working life in a gummi ship part manufacturing plant near his home. Always eager to work, he rushed in and worked as a lowly factory worker for a number of years, with hopes that he could shoot higher and reach a good position in the company. He worked in an assembly line with three other workers who he quickly befriended. They all knew that the machines were dangerous, and that one of them making a mistake in the operating of their stations could throw the rest into danger. With this in mind, it was mandatory to develop trust with your fellow workers. Darreon trusted each of them. One day, however, that unwavering trust was tested. The worker before Darreon in the line had been lulled into a daily routine of operation, and couldn't stop his machine when it blew out of control. The event only lasted a few seconds, but it was too late. Darreon's right elbow was pounded, breaking his forearm in two. He was rushed to the hospital and received treatment, but there was nothing they could do to reverse the permanent damage he had received. The arm would heal fully, but its growth would be stunted entirely. At this ripe age of 17, Darreon had just begun to hit his growth spurt. Everyone knew he'd be a late bloomer. This accident left him with one arm considerably shorter than the other, and rendered him unable to operate any machinery. His dreams were crushed. It even forced Darreon to become ambidextrous, as he was formerly right handed and it made daily activities difficult. However, he never blamed his coworker for what had happened. It could have happened to anyone, and Darreon knew that it wasn't his fault. He remained an incredibly trusting person, a trait he inherited from the factory, as he continued his life. However, he also held a strong dislike for anyone with a higher position than he, for it made him look down upon himself and what he would never become. Working in several new places, he never got the love for work he originally had back. The young man had progressed through his life, but now only worked to stay afloat and pay his debts. At age 34, he realized how far his life had fallen. In an effort to turn a new leaf and bring his life to a higher level, he joined the castle guard and trained with them. It was a long enduring process, especially with his stunted arm, but he made it and was ready to defend his homeland.

Weapon of choice : Darreon has become very strong from both his training and years as a manual laborer. For this reason, he has taken a liking to somewhat heavier weapons, such as his favorite hammer that he received during his training with the Knights. It is a fairly basic weapon, a metal head with a length of eight inches and a width of around four. Uncontent with the weapon in its original state, Darreon attached a sturdy chain to the handle. The chain reaches around six feet, and at the other end of the chain is a thick handle for gripping purposes. He keeps the chain loosely wrapped about his wrist when he simply uses the blunt force of the hammer. Swinging the hammer and its chain requires both hands, but he can swing the hammer by itself with his left arm only.





===Organization biographies===
_______________________________________________________________________________________________________
Name : Peter Cornell (Since this isn't the original orginization, it would be a bit silly to add an X.)

Gender : Male

Age :63

Faction : Organization

Personality : Very cranky and sarcastic, But never too busy to dispense some wisdom. Although nobodies are stereotyped as emotion-free, that is certainly not the case for this quick-tempered old geezer. Hates teenage boys.
Appearance : Peter's meek appearance hides his true furiousity and power. He stands at about 70 inches, and his light frame gives him a loping, lanky gait. His face is very wrinkled, with a hooked nose, thin lips, a bony jaw, and staring green eyes. A thinning circle of grey hair lines the edges of his scalp. His black eyebrows are spread widely on his forehead, so he always appears to be staring ahead at nothing.

Bio : Pete was the son of an old train conductor for the Twilight Town public trainsportation, and his mother died from a rare disease when he was a toddler. As one might expect from a conductor, Peter's father had a huge interest in trains, which he eagerly shared with his son. As a result, Pete developed the same interest from a very young age. The two remained very close, even when Pete dropped out of high school during the last semester of senior year. He couldn't achieve his dream of becoming a conductor without a decent education, so he went with the closest thing: a dining car waiter.
When his father finally died of old age, he was devastated. But he made a promise to himself to save up money for one final train ride. It was difficult, but Peter managed to scroung up enough money for the trip to his father's hometown, just in time for his 100th birthday. However, a pickpocket snagged his ticket just as he was about to board the train. When Pete got to the ticket check, he was crushed. The train was to leave in minutes, and he had no money for another ticket.
Suddenly, he remembered seeing a teenage boy rubbing against him, then dashing away. The man put two in two together, and searched the line for the boy. As he looked, he felt a rabid anger building up inside him. By the time he found the boy, he was no longer Peter. He grasped the boy's face, and took great pleasure in the terror and pain in the boys eyes as he ripped him to shreds for destroying his dream.
The Twilight Town authorities managed to kill his heartless, but the nobody escaped. Now that nobody has taken up the name of Peter, joining the orginization forces simply to get revenge on the society that brought him to this point.

Weapon of choice : Pete's weapon, Steel Horse, is a small scepter-like object shaped like, you guessed it, a train whistle. The whistle tip is very hard and blunt, making it excellent for swatting heartless, annoying flies, and those damn teenager
_______________________________________________________________________________________________________
Name : Else S. Roselus

Gender : Male

Age : Dead at 29

Faction : Organization

Personality : Else is very polite and kind to the extent a Nobody can be; yet, there is no threatening undertone in his voice, or even a trace of malicious intent. Anyone could easily mistake him for a human. His major weakness is being under pressure, which is the only drive for him to attack anyone. Without another Organization member to force him, he will refuse to fight and even let others "kill" him. Serious stuff aside, he's incredibly shy and awkward towards pretty girls.

Appearance : With an average height of 5'10", and a slightly low weight, Else would be practically unnoticeable without his other features. He has medium length black hair which is equally long on each side. His face usually carries a stupidly happy expression, but his eyes are dull dark green, and his mouth has a hint of a frown up-close. Having barely enough muscles to keep him from being a stick figure, he couldn't intimidate a fly, but he is still surprisingly strong since muscle mass does not determine strength. Underneath his black sweater is a plain white shirt, and below that are black dress pants and black dress shoes.

Bio : Else was almost pure during his life, but the fraction in his heart that inevitably exists questioned his misfortune; it was the only thing allowing him to become a Nobody. He grew up helping others while creating misunderstandings for himself. Piling misunderstandings only made people avoid him, but he didn't notice; anyone who tried to befriend him was ridiculed to the point where they cut off all contact with him. Growing up almost ignorant of anything was the worst thing that could have happened. He died a nobody from sudden cardiac death, and his parents followed soon after. With no reason to join the war, pressure and threats had forced him into it. He only waits for others to kill him, and when he is permanently dead, his soul will be at rest.

Weapon of choice : Forced onto him by his superiors in the Organization is a crooked scythe. The blade is at an angle, making the weapon have a huge reach. The handle looks like a branch right off of a tree, with rough edges and barely taking the shape of a pole to hold the blade, but it looks less makeshift since it is a solid teal color and wrapped in gauze where one would hold it. Despite the tiny effort put into making it, Else refuses to use it on anything except Heartless anyway. If he is forced to fight humans, he will miss on purpose or attack ineffectively.
_______________________________________________________________________________________________________
Name: Isaac Warryn (I am unoriginal)

Gender: Male

Age: 28 at death

Faction: Organization

Personality: Isaac is strangely chivalrous for one of the Organization, loathing robbers, womanizers and other such scum yet viewing the normally depicted as evil Organization as the final hope for the universe. He will often go out of his way to drive this point home to those who are not in the Organization, possibly even in the midst of battle if it is a distressing enough example. Though not emotionally detached, he will normally only befriend those who share his ideals of law before all and neglect others, barring few exceptions. He is one to act rather predictably under most situations, maintaining quite the dead serious outlook and rarely acting carefree as many others in the Organization would. Fury can easily be brought to him if one manipulates his hatred of evil deeds, though this fury is often cloaked behind a veil of tranquility, no matter how thin it may be. His chivalrous nature can work against him despite his lack of hesitation in combat, as he cannot bring himself to harm a woman through physical means regardless of their intent.

Appearance: Isaac retained his well-built shell of a body even after his untimely death at the hands of the Heartless, though his strength is hard to gauge by appearance alone as he does not have the rippling muscles one would expect. As all on his fathers' side of the family he towers over ordinary men at roughly six foot eight, and with this height comes increased bulk as well; some thirty pounds spread throughout his body. His skin is ever so slightly tanned, a mere shade darker and hardly noticeable at first glance. Short black hair adorns his head, kept rather neat and equal everywhere except the front, where uncut strands are left to gravitate above his dark green eyes. As many of the organization Isaac owns no other clothing other then the standard black robe which is worn consistently, though it lacks the hood one would expect from such an article.

Bio: Raised in what most would call a trashy neighborhood with a middle-aged and then-single mother, Isaac had a difficult but manageable life through childhood and problems other then the obvious complication of poverty rarely turned to them. Little changed until he managed to get a job at the train station at the mere age of fifteen, though his height and build lend itself to falsery well enough. Money then came less of a problem, though it still loomed over them with relentlessly. The slums being what they were, crime was rampant and Isaac had to brave much of it. This upbringing allowed some minuscule seed of hatred for the scum of the world to plant itself and grow freely. Three years passed by, and in those years things were getting slowly yet steadily easier. It was shortly after his eighteenth that his mother met a man uncannily like the one who was responsible for his existence, a husk of sleaze and scum hiding behind a disguise of charm. It took this man perhaps a month to worm his way into their household completely and discard his patience to act out his womanizing nature. This gave birth to both chivalry and even further hatred, and this hatred would later give birth to a Nobody. Days, weeks, months of time were spent looking for this man; not to learn ways to defend oneself or seek assistance, but to extract corrupting vengeance, and soon time bared fruition. Though crime was committed, crime was redeemed and this stopped the kindling of fury. The remaining living years of Isaacs' life were spent caring for his half-dead mother, who passed away a year before Twilight Town was invaded by the Heartless and turned into a battleground for the universal tug-of-war. Reborn into his husk, Isaac was easily convinced that the Nobodies were those who were striving for purity and the Castle Knights opposed them. War was necessary, and it was justified.

Weapon of choice: Obtained from the spoils of war and given to him by the Organization is a pair of heavily plated cestus(cesti? I'm not sure if plural use is applicable here) of what seems to be steel that are more gauntlets then actual weapons. Interconnecting plates predominate most of the forearm and reach just below the middle of the palm, intentionally ending in a sharp point, effectively acting as armguards. It is needless to say that these mass-increasing weapons can shatter bone and cause internal damage to wreak havoc upon those hit with force. Though normally such weapons would be unable to harm Heartless, it seems to be just as effective on them as they are on anything else despite the lack of a skeleton.
_______________________________________________________________________________________________________
Name : Bylueal Rocksmith

Gender : Male

Age : 24

Faction : Organization

Personality : On the outside, the original Bylueal was a bit charismatic if he wanted to, he was a gentleman, and would first use a diplomatic solution before starting a brawl. He was polite, would be casual and comforting to woman (and certain men), and most of all, would take things into consideration before coming to a decision.

The actual Bylueal was far from that. He was loud, cruel, and believed nothing else mattered but him, and his career. He would take revenge against anyone he disliked, even if it took a while to achieve it. He was also a bit of a sadist, and toyed with anyone if he took the advantage in a fight. And speaking of fights, he's pragmatic, and would stoop as low as to take someone hostage if it meant a victory. Admitting, he does seem to exhibit a bit of kindness to those who are persistent in joining his company. It seems the current Bylueal has retained this personality, although is more liable to be the latter.

Appearance : Tall, dark, and handsome like his former self, he still retains the lean gruffness he had in his rough, later days. His tanned skin goes smoothly with his jet-black hair, which is gelled back. His eyes has a devious glance, and is usually hidden behind a pair of shades that he seems to always have on him. He wears a grey T-shirt with his former band's logo, a Skeleton with multiple arms playing the various instruments they used. As it's not much in the way of protection, he wears a modified leather jacket, padded to absorb blows, and on the back of it, it has a Cactuar with “1000 Needles” under the picture. He wears leather pants too, with reddish sneakers.

Bio : His world was the kind of world where if you weren't the type to sell your friend for a single coin, you were probably dead. That wasn't to say Bylueal was a penniless orphan, he came from a rich family, so he was more of the spoiled brat kind. His hobbies from then was to toy around with the poor, laugh as they fought each other for thrown coins, fighting the local children, and so on. He grew a reputation

No one around him could fathom why he chose creating a band when he got older. Perhaps he saw a band playing one day, and thought it would be fun, perhaps he found a love for music, whatever the case may be, he chose it, and devoted his life to it. At first, the band was horrible, the hired members were annoyed at his unruly behavior, and the band blazed through members after members in record time. Due to a stroke of luck, Bylueal found loyal members, who somehow believed he would be great (the general reason, anyway). They weren't wrong in this, as Bylueal quick grew into fame as they started.

At this point, Bylueal was a celebrity, people enjoyed his music, and he was quite popular. However, he later dealt with the dark, seedier areas of the world. He was involved in crime, he vandalized public areas, and was quickly becoming a wreck of his former self. His band mates still tolerated this behavior, and eventually, they might've succeeded in reforming the jerk.

Too bad he died due to mysterious circumstances, and his Nobody joined the Organization for “The greatest tour in history”.

Weapon of choice : His guitar, known as High Rider. As it has been with Bylueal for so long, and bathed in blood (from continuous use as a bludgeon), it has gained magical powers, even without modifying it. First and foremost, it allows Bylueal to float in mid-air, not truly flying, but allows him to stay stationary and move at the same time. Second, he can cast magic with it, and if there are any speakers around, the effect is greater as the spell will also fire from them. Lastly, it's a very good club, and was specifically made for that sort of thing.

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Wed May 19, 2010 3:17 pm
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i'm guessing you won't need my overly complicated help


Wed May 19, 2010 3:49 pm

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that's my line

oh wait


Wed May 19, 2010 8:28 pm
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Gweh, just try not to make the stats too limited and/or complicated.

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Wed May 19, 2010 9:01 pm
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Holy Moly

I now know why you were appointed head of RPing earlier, this is great!

How do you want bios done?

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Thu May 20, 2010 12:28 am
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Legendary Ghost
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Can combat be a little more RP skill based this time? If not entirely?

Sure, throw in HP if ya want.. But, 'Some' Rpers simply do better with more freedom.

either way im joining.


Thu May 20, 2010 1:48 am
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|~DVDV~| wrote:
Holy Moly

I now know why you were appointed head of RPing earlier, this is great!

How do you want bios done?

You find this impressive?

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Thu May 20, 2010 2:12 am
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Basically referring to the effort. I know most people left here couldn't be stuffed writing up something that long just to start an RP.

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Thu May 20, 2010 2:16 am
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Legendary Ghost
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|~DVDV~| wrote:
Basically referring to the effort. I know most people left here couldn't be stuffed writing up something that long just to start an RP.
DH, Ichigo and Thai will kill you for this.

Kiki might, too, but she's rather nice.

As for bios, not yet, need to figure out the battle system and such first.

Nini wrote:
Can combat be a little more RP skill based this time? If not entirely?

Sure, throw in HP if ya want.. But, 'Some' Rpers simply do better with more freedom.

either way im joining.
Eh, I was considering making the combat freeform, but there's gotta be at least some stats so that someone who is new isn't as powerful as someone who has been playing for months.

I mean, freeform can work perfectly when the opponent is the DM, but what happens when players face eachother, which will happen frequently?

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Thu May 20, 2010 4:24 am
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Hakker wrote:
|~DVDV~| wrote:
Basically referring to the effort. I know most people left here couldn't be stuffed writing up something that long just to start an RP.
DH, Ichigo and Thai will kill you for this.

Kiki might, too, but she's rather nice.

I'm safe, back doors are brilliant

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Thu May 20, 2010 5:45 am
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Legendary Ghost
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Hakker wrote:

Nini wrote:
Can combat be a little more RP skill based this time? If not entirely?

Sure, throw in HP if ya want.. But, 'Some' Rpers simply do better with more freedom.

either way im joining.
Eh, I was considering making the combat freeform, but there's gotta be at least some stats so that someone who is new isn't as powerful as someone who has been playing for months.

I mean, freeform can work perfectly when the opponent is the DM, but what happens when players face eachother, which will happen frequently?


A Massacre, Hakker. A Massacre ;)


Thu May 20, 2010 11:51 am
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Nini wrote:
Hakker wrote:

Nini wrote:
Can combat be a little more RP skill based this time? If not entirely?

Sure, throw in HP if ya want.. But, 'Some' Rpers simply do better with more freedom.

either way im joining.
Eh, I was considering making the combat freeform, but there's gotta be at least some stats so that someone who is new isn't as powerful as someone who has been playing for months.

I mean, freeform can work perfectly when the opponent is the DM, but what happens when players face eachother, which will happen frequently?


A Massacre, Hakker. A Massacre ;)

Which is why I only do freeform.

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Thu May 20, 2010 11:53 am
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Nini wrote:
Hakker wrote:

Nini wrote:
Can combat be a little more RP skill based this time? If not entirely?

Sure, throw in HP if ya want.. But, 'Some' Rpers simply do better with more freedom.

either way im joining.
Eh, I was considering making the combat freeform, but there's gotta be at least some stats so that someone who is new isn't as powerful as someone who has been playing for months.

I mean, freeform can work perfectly when the opponent is the DM, but what happens when players face eachother, which will happen frequently?


A Massacre, Hakker. A Massacre ;)

nini xD you are scaring me o_O


Thu May 20, 2010 2:53 pm
Legendary Ghost
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NDUESTRE wrote:
Nini wrote:
Hakker wrote:

Nini wrote:
Can combat be a little more RP skill based this time? If not entirely?

Sure, throw in HP if ya want.. But, 'Some' Rpers simply do better with more freedom.

either way im joining.
Eh, I was considering making the combat freeform, but there's gotta be at least some stats so that someone who is new isn't as powerful as someone who has been playing for months.

I mean, freeform can work perfectly when the opponent is the DM, but what happens when players face eachother, which will happen frequently?


A Massacre, Hakker. A Massacre ;)

nini xD you are scaring me o_O


Huh?...

Thats not a sayo post...

Why arent you trollin me?


Thu May 20, 2010 9:05 pm
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