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Kingdom Hearts: Waking Rebirth

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A literate Role Playing Guild based off of Kigndom Hearts: 

Tags: Kingdom Hearts, Role Play, Keyblades, Heartless, Square Enix 

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Race Progression Vr1.0

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Reaper Elyse
Vice Captain

Magnetic Capitalist

6,750 Points
  • Treasure Hunter 100
  • Brandisher 100
  • Signature Look 250
PostPosted: Mon Sep 06, 2010 12:44 am


Race Progression



Humans: As the most versatile and most common race among all others the humans are found in most any know inhabited area and sometimes other wise. Humans develop according to their surroundings and to survive the hordes of heartless and unverse. They form parties and small guilds to advance. Any human can form a party, but only masters in a given skill can create a guild in a universe and have their members explore and defeat “monster” to grow and advance their characters. In time one may become strong enough to be called a master.

The classes(titles) of the humans run from…
“-Adventurer”: (“Honed Adventurer”, equates the next), A basic traveling human who holds fighting ability strong enough to ward of basic and some strong enemies.

-“Apprentice”: (meaning your in a guild and have greater skills due to the access to experienced travelers knowledge and help with training), This person is a moderate force to be reckoned with. Their abilities are well developed but not out standing unless trying noticeably hard to achieve said marvel of power.

-“Expert”: A well honed fighter and adventurer with a strong profile and variety of skills. Weapons and forms are advanced and facing said person is not an easy feet.

-“Master”: The peek of power at their skill, and hold a place as an axis of power in the universe.

Advancing trough the classes takes time and skill. Trough your given Rp’ing in your travels and reactions to the attacks of the opposing races. One may raise in a position in two months and in special arcs that can be shortened down to one month.
Guilds are aligned the same as the masters.

~KeyBlade Users~


In becoming a keyblade user you follow the same line of development as other humans but note that you are one of the few capable of using a keyblade. Keyblade users are found at random and are selected by the level of power their hearts hold. Be it malevolent or valiant. Masters can only have three apprentices at a time. The rule of three standing as the final say in how many students a keyblade master can ever have. As for progressing to an Expert, you’d come to it trough activity and RP’ing skill, but becoming a master is decided by the other masters in a crucible of your skill that can span fifty post. In which you are faced with three current masters and forced to decided a final alignment and your given skill and worth as a master. With out great Rp’ing skills you may fail before the trail is done.


~Guilds/Parties ~


Parties are formed amongst three or two people who travel regularly together or meet up. As they create and build a story together. NPC’s and other RPc’s will pose challenges towards their objectives in a universe. Objectives=Treasure, moogle hunt (building weapons), monster prize (defeating a monster known to terrorize an area)

Guilds are formed by a master and can span in territory a group of threads in any human populated area. The guilds can take on as many people as they wish and send out people on personally formulated adventures. The master of the guild has exclusive first dibs on the supervision of the profiles in their guilds and hold the ability to grant one masters skill for their use (grand use of ice, or flame, or a conversion of two elements…etc.). Making it fair to say that joining a guild is the easier way towards becoming a master at some point. Yet creating a new purpose and position is commonly found outside the guild, though rare.

Heartless:The heartless are purely founded on power and negative energy. All progression for them is counted on form and reaching the state of a human form. Becoming the master of said race is only possible if one is strong enough to take the crowns of either the king or queen.

Organization/Nobodies: The nobodies are ruled by loss and seek to find their hearts. Nobodies may go trough a period of complete loss in identity, but once one gains an identity, a face (a human like form), their purpose is to find the organization and use it to find their hearts. According to alignment they may choose to destroy or combine with their hearts to complete their main objective of stopping the heartless from creating more of them.
Nobodies that aren't strong enough to gain one of the thirteen numbers are marked as a “0”. All zero’s are comparable to the apprentice class and have forms that fringe from human to amorous figures, that vary in features. Such as personality traits developing in form, (such as a Ignorant person, has a slight bull ecstatic to them.etc.) All numbered members of the organization can challenge a master in power, but only the top member of "13" is considered a true master.

Unverse:Mirror images of human life the unverse advance in a the same way as humans. Yet they hold a natural misalignment with nature so a good unverse is rare. unverse development system…

Sorrowful: The depths. of negative emotion is the judge of unverse and their sorrow is the start of where they begin to turn away from the nature of the world and deny themselves of proper humanity. These unverse are basic and are on par with every day adventurers.

Anguished: The pain of existence is now no longer a trickle of sadness but a full on stream of pain and despair, in which you spread about you. This level is on par with a honed adventure or an apprentice.

Sins: You aren’t human at all, and it stand clear here that you despise the light of warm emotions. you seek out power and personal gain. Your emotions are twisted and dark and all joy is gained by one of the deadly sins. (manifestation of which sin guides you in optional). Your are evil and your power is on par with experts still in the light of humanity.

Master: You’ve achieved a skill and purpose for your plight and you ooze said dismay out into the world, creating an ever shifting balance with the light. You are among one of the axis’s of power.
PostPosted: Mon Sep 06, 2010 12:47 am


Guild Rules V1.0:


Guilds are made for adventures who aren't of the lone wolf ilk and seek to find safety and wisdom in the numbers of the gold. Under their masters and peers they compete amongst each other in a sporting fashion and aid one another to advance. In joining a guild one gains a greater title of power over the average adventurer. Gaining the training and knowledge of previous members working in a guild grants intel and sources to more missions and more character building opportunities.

1.)No more than two guilds at a time can be affiliated and join efforts for a given prize or event. Yet once a "Free for all" or "Rare" mission appears it's every guild for themselves.

2.)Guild members must state their guild(s), master, location of said guild, and their class in the guild at the bottom of their profile.


[align=right]:Guild Name:
(what does your guild call them selves.)
:Master:
(you guild masters name)
:Location:
(general thread your guild is located)
:Title:
(Apprentice, Expert.etc.)[/align]


3.) Guild master regulate and look over the progression of those in their guilds. "Quoted" at the top of their guild should be a short listing of those in their guild with a link to their profiles. Next to their names is their alias, and title. The masters reign over the locations they choose to build their guilds with an iron fist.

4.)the alignment of the guild master is the alignment of the guild.

5.) If two guilds masters are enemies so are their guild and their members.

6.) Guild members my join into small groups of two or three for missions. This may be a needed pairing for higher level missions.


(these rules are for now and some may be added down the line if it's called for.)

Reaper Elyse
Vice Captain

Magnetic Capitalist

6,750 Points
  • Treasure Hunter 100
  • Brandisher 100
  • Signature Look 250
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