The Cul-de-sac of Keys

Discussion in 'ROLEPLAY GRAVEYARD' started by Specificity Rewound, Jul 6, 2015.

Thread Status:
Not open for further replies.
  1. Prologue
    Though it seems like an eon has passed since the previous legends were alive and existed in a day and age of conflict, resolution, order and any other number of situations that lead up to this point, the history of the keyblade is what has always been important. Even though an unknown amount of years have basically wiped out the ideals of previous organizations, past heroes and enemies alike, the abundance of keys had its first spike since the first keyblade war. For an extended period of time, keyblades had no role within the lives of individuals within the worlds and yet within the past decade or so, the world itself took a turn back to the past. Back to an age like that of the previous apprentices, to a more urbanized casual time where normal kids with hearts strong enough to forge these mythical weapons of wonder into existence at an alarming rate evolved from people. Where as previously those with a keyblade had to have an extremely powerful focus to converge the keyblade from the heart, in this age spawning a keyblade is a task that many can do. This was a completely new generation of keybladers, and with it came a new set of rules and dangers alike.

    Within the world of The Cul-de-sac; children, ruffians, or just regular hoodlums they could be called, ran the streets with keyblades in hand. They were all single wielders, the idea of dual wielding never even crossed a child's mind as the essence the heart generated wasn't immediately enough to bring amount the required force to sustain not one but two direct manifestations of the heart simultaneously. It certainly wasn't the interest of growing children to go against their own natures and so, this new world of keybladers wasn't actually a peaceful settlement for them.

    Kids would be kids and would always want to be better than one another in some way or another. It was just the way things worked and the way they had ALWAYS worked. Inside of this urban setting the flourishing elitist sentiment sunk into the environment, dividing who talked to who and for what reasons. This formed different cliques, groups and even larger more organized gangs. These different gatherings of keybladers would fight for a plethora of differing things for a plethora of different reasons, yet as a given there were always three things that could be considered a top priority, and these were, territory, respect, and achieving status. It was, in a sense, survival and at the same time they made this competitive setting quite fun, ultimately leading to the creation of factions.

    Those in the Cul-De-Sac could more delicately be called a bunch of brats running around wielding weapons of semi-destruction. Either way this doesn’t go to say that they aren’t organized nor that they for the most part DO NOT work in teams. Of course they do, and herein lies the notion of the Cul-de-sac factions. There are three of them, and each of them has a leader whom has different ideals and beliefs which ultimately give their followers special boosts in their abilities as a synchronized unit.

    Zeal’s Call
    These are the brattiest of all per say, the faction of keybladers that are all upper-class, having profound riches above the other factions. They can come off as flamboyant and disrespectful, as their leader Reforge harbors his youth over the rest of them, he being only age 9 and a genius of brilliance. Reforge adores all the members of his faction because it often takes a lot for kids older than you to have such an amazing level of commitment and respect for a child several years junior to your age. Being the youngest of all the leaders and the upper society kids that possess the ability to wield a keyblade, Reforge is out to overcome the stereotypes that the Cul-de-sac has developed over time. Just because a kid has access to more money, material objects, and other valuables doesn't mean that they're feelings or beliefs don't hold value. He is very aware that some kind of change is needed and if that is to be possible, rather than stay apart the rich and the poor need to band together. Even knowing this, Reforge and his gang will beat the hell out of you first and ask questions later after you lose to them. They are fiercely determined and will stop at nothing to prove that privileged kids can be just as skilled, bad-ass and cool as anybody else. Reforge loves to embarrass other keybladers that disrespect he and his faction members but in reality his true goals remain hidden. You can never be too sure what a bratty 9 year old keyblading genius REALLY wants...

    This faction has its base HQ in the southwest of the Cul-De-Sac, located in the old Proto Park where the Keyblade Carousel is. Their color signature is a peachy-pink color as displayed with a neon sign above the entrance to their Headquarters which is a gigantic tree-house that extends upwards the equivalent of several stories.

    Vagrant Oricalcos
    This is the faction that at times has the most followers, yet members freely come and go. It could be considered a faction full of dreams because the leader of this faction Coralye follows the basic ideal of the helix spiral; or the climb to the top. He believes deep down in his heart that anybody can reach any goal. Its a strange notion to be held nonetheless as originally, Coralye wasn't the leader of Vagrant Oricalcos. It was lead by Erebos previously but he stepped down and chose to follow behind his best friend Reforge instead. It was only then that Coralye decided that he would lead the many keybladers, accept everyone and hate on nobody who wants to join. This reasoning came from mysterious appearance of several keychains that were unable to be claimed by anyone within the factions HQ. Believing the possibilities of these keychains to have immense capabilities and secrets within, Corayle sought to find keybladers whom might be able to wield them. Here the notion of never giving up became even more important to Vagrant Oricalcos. The members of this faction whole heartedly believe that even with a loss, comes the chance to grow stronger and try again, more than likely whooping some ass in the next round. Coralye secretly wants to be the King of Keybladers and hopes that in time, he can attain the power to have his wildest dreams come true. He plans to keep climbing until he and the members of his faction get there.

    This faction has its base HQ in the northern area of the Cul-De-Sac, having turned the run down Keychain Factory in their lair and place of operations. They've chosen alien green as their color signature, having this displayed as numerous emerald statues around the perimeter of the factory.

    Cult of Creative Kids
    Originally this faction came about around the same time that the other two factions rose up, being a combination of several older cliques from the Cul-De-Sac Keyblade Academy that had some of the same thoughts and ideas about what a grand future would be like. At first there was quite a bit of confusion and disarray about how to formulate this faction until Garforge and his younger brother, Reforge called a meeting amongst the keybladers and Garforge ultimately formed the Cult. As a growing teen, Garforge felt that the world itself was a lot simpler than the kids were being taught it was at the academy and sought to amplify their understanding of the Cul-De-Sac. By leading his faction with a gentle ferocity, Garforge gained immense popularity with the Cul-De-Sac in its entirety, even causing various smaller gangs to join his cause or split apart and join the other two factions. Reveling silently in the commom "peace" that the three factions were having together, Garforge began to further his faction's beliefs in surpassing every possible limit. Ridiculous as it sounds, Garforge already had various former gang members and those in his and the other factions terrified. His strange ability to ignore damage is extraordinary, just as his ability to command and be adored by those around him is extraordinary. Garforge and his faction like to be referred to as "Them" and call themselves "Us", because they show and are famous for their displays of ridiculous skill.

    Garforge and his faction have a the central location of the Cul-De-Sac as their territory, having the Old Cathedral as Head Quarters. The steps leading up to the two mahogany doors are paved with some type of strange citrus fruit trees, the same color that The Cult chose to represent themselves.

    Any type of peace, is only so lasting however...

    One day at the very peak our world's beauty did three strangers appear to the Cul-de-Sac. In their ominous and random marveling of our city it so happened that these three strangers, stumbled into the headquarters and local church of the Creative Kids. The nexus door and very heart of our world was discovered. As we had tried and tried to open this door previously with all the light we could muster, the trio of strangers had shown up and introduced something we didn't possess. This was a forgotten something greatly diminished from our world that had been free of shadows and distorted light.

    The Darkness...

    Ripped open did the doors finally come undone, exposing us to the "outside" as our massive world began to seemingly fragment away unto pieces. Cul. De. Sac. These were originally the sections and territories controlled by the three factions being, The Cult of Creative Kids, Zeal's Call and the Vagrant Oricalcos. With this dark catastrophe taking place before our very eyes, the generations were now 're-introduced' by the spreading of the first darkness and the manifold of things began to spread out much to our complete horror. These three were iconic, acting as the face of an individual threat more so than a combined effort. We the children, in our academy years figured our enemies as myths, legends, but they were realer than we could have ever imagined. Heartless, Nobodies, and Unversed. These creatures rapidly began to spread throughout our broken world.

    Now there are these massive floating remnants of our world that need to be reconnected, but we just don't know how to do it. Everyone's in a panic right now, and and the city's populace has greatly diminished. We've witnessed hearts lost and its rough to even survive right now. What do you do, what are you supposed to do when you understand so little about whats even happening?

    My name is Reforge, I so happen to lead Zeal's Call. From what I've seen so far we probably did this to ourselves somehow but regardless of what really caused those three creeps to show up and shatter our world, we need to act fast. If we don't I have no doubts that sooner than later, the trio will annihilate the lot of us, or worse our world will remain forever broken. For the time being we've found a reprieve in a "gray" area located outside the boundaries of Cul. De. Sac. It is safe here, there are no monsters, just us kids. I know we're all freaking out but all three factions landed here, not to mention some other random kids that ended up following us during the time of the meeting. Somehow that door sucked us all in. We can see the surface of everything above us from this desolate beach.

    In our current state things haven't gotten too out of hand but anything could happen at any time. I have no idea who might be a traitor or whom might turn against who in the future but we decided we're just one faction now. Cul-De-Sac. Nothing else matters, its too soon to situate ourselves, we've agreed only to collaborate until this is over. We don't know what to expect, but our lives are on the line. From where we stood, hearts floated into the sky and we wonder, even now, will we suffer the same fate?

    In actuality the true origin of the keyblades fall all the way back to the essence of Kingdom Hearts itself, yet in this age we as keybladers are only able to manifest fragments and pieces of what was once a much greater sentient force of the heart and soul. Ultimately these weapons aren't in the same category as the keyblades used in ages past, it would be impossible to cut a building in half and then slam it into a giant nobody dragon(KH2 lol).

    With that said, the access to the true essence of the keyblades isn't specifically lost, we just are unable to process and manifest such forces. This is in direct relation to the three "original keys", which at current we have no idea about, so I don't want anybody making claims that their characters have any knowledge about them until the biggest hint is dropped within the rp itself.

    Keychains are a physical extension of one's heart, serving as a modifier of the keyblade that your character possesses. These keychains manipulate the very soul of your keyblade and actively are used to change the appearance and form of your weapon. Keychains come with a single ability attached. These abilities can vary greatly based upon the heart that generates them, so the possibilities that can be used in tandem with your character sheet are massive. Basically in our current state as the rp begins, we all are holding two keychains. One of these which acts to contain the original appearance of our keyblade and then its single modifier. We aren't yet able to physically remove these chains to see the truth of our primary keyblade or what it really looks like, so they appear to us in two standard forms.

    Reclaiming keyblades/Borrowing
    Even if you don't have a keyblade in your possession, this doesn't mean that you've become helpless or can no longer fight to survive. If you have to use a normal weapon against a keyblader, there IS a possibility that you CAN defeat them. An example of this is when Sora had to fight with a wooden sword after losing his keyblade to Riku. In fact, all of our keyblades are just a few steps above a "wooden sword" because they aren't as powerful as the chosen three. As mentioned, since you have two keychains, loosing your keyblade in a battle doesn't mean your powerless. As you fight with a different weapon, the other keychain you still have will influence its abilities into the weapon you're currently using. In time using that weapon, the strength of your heart can/will eventually become a keyblade, because the heart is the true key and the keyblade merely the tool to express the heart's essence. Our abilities and strengths are augmented with just a slight abnormal enhancement from the abilities granted by our keychains to begin with.

    It is also possible to lend a keychain to another keyblader in a willing manner. The heart's essences know the bond between said keychain and the heart it was generated from, so it can be called back at any given time. However, if the original holder of the keychain were to 'expire', the current possessor of the keychain/blade would become the new wielder.

    Dual Wielding/Sync Blading
    While at the current time it seems that none of the kid keybladers have acquired this ability, there is the possibility of using two keyblades simultaneously. To obtain the power of Sync Blade one must defeat another keyblader in battle in the sense that their heart is distinguished to be stronger than the other. This allows them to impose the strength of their heart over that keyblader, thus claiming their keyblade and chain. This can happen even in the midst of a fight where combat is till taking place as a literal kill or knock out isn't required. Its nearly pointless for a dual-wielder to attempt to fight a single wielder, they have no vacant hand to call their key.

    Heart's Essential Abilities

    All of our characters in this rp as keybladers/wielders are in possession of a great source of power that comes from deep within our hearts. Our hearts give us the 'heart' to perform various feats or accomplishments that the average person can't do on their own. Such abilities are often used in conjunction with each other, or in sync with our magical talents. H.E.A. explains how we can use our bodies to do ridiculous stunts and recoveries. H.E.A. gives our characters the options to be very versatile with our talents but we can't go above and beyond because we're ultimately just teens enhanced by the essence in our hearts. These abilities are normally enhancements to our bodies or minds, granting us capabilities to be more capable warriors. Even with that said, I'll be very lenient with H.E.A, just don't go overboard.

    Example A:
    (Stasis Regen)
    As Henry remains stationary and holds his keyblade up in the air, he continues to recover lost stamina and his wounds recover at an accelerated rate.

    Example B:
    (Mana Boost)
    Henry's ability to use magic and cast spells is increased. The cool-down time in between posts is lessened.

    These are basic examples, be detailed when explaining your abilities to avoid confusion.

    This force is manipulated in various means to produce a vast array of effects that can be spread into many fields, used in aggressive formats and passive protection. Most commonly it is manifested as elemental spells, summons, defense spells, physical affliction spells, curative spells, light spells, dark spells and physical strikes or movements containing these forces. Keyblades act as a conduit to channel magic and produce it, though this might not always be the visible case. The drawback for magic is that it puts a partial strain on the heart and the more magic used, the longer it takes to perform more magic related feats. In this rp, there will be a system incorporating points which will explain magic/skills and the forces exerted via magic based upon this system.

    I'll be using the standard Kingdom Hearts mechanics, breaking down magic spells/skills with 4 tiers of power using suffixes at the end of nouns that are spells. As the tiers go upward, more magic is released when performing a spell/skill, so the damage, range, effects, etc increase more progressively with each tier. There will be an additional tier that will be used for an feat requiring large quantities of magic, called "Summoning".

    Within each character sheet, 25 points are to be alloted for spells/skills/summons. Below I'll give examples of the tier, suffix and possible force and effects within each tier.

    Tier I:
    At the standard level, there is no suffix, the name of the spell or skill is all that is required.

    IE: Zeal Cure-
    A target's body illuminates with a gold shine for a brief period, healing all minor wounds including, scratches, small cuts, and bruises. This spell also restores a small portion of stamina.

    IE: Sanctus Blizzard-
    Reforge expels a small white orb of pulsating matter from his palm which travels slowly toward foes. After only a few seconds its shell of light falls away with a radiating blast of freezing holy energy that causes extra damage to heartless species creatures and denizens of the dark. The light expelled from the blast can disorientate enemies within a small area of about 7-10 feet.
    *1 point*

    Tier II:
    On the second tier, the suffix "ara" or "ra" is added.

    IE: Zeal Cura-
    A pulse of gold light illuminates outward from a given target and they are wrapped in a helix of white light that restores more serious wounds. This spell can heal moderate burns, deep gashes, hairline fractures , restore lost blood etc. It also restores a greater amount of stamina, adding a "second wind" effect.

    IE: Santus Blizzara-
    Reforge produces a small lump of what appears to be snow from his palm, hurling it toward a target location. It remains in a suspended state, not losing shape until Reforge wills it to do so. When this occurs, there is a moderate sized swell of ice and holy magic that flashes outward in an area of 10-15 feet. This spell does 80% additional damage to heartless type foes and retains the ability to cause disorientation.
    *2 points*

    Tier III:
    On the third tier, the suffix "aga" or "ga" is added.

    IE: Zeal Curaga-
    The target of the spell and nearby allies are all connected, stringing a web of golden light between the individual hearts. A massive surge of magic regenerates the biological flesh of all involved within the spell area, healing terrible wounds including broken bones, destroyed tissue, etc. This spell imbues all the connected individuals with a recharged stamina, also increasing the defensive nature of said party.

    IE: Sanctus Blizzaga-
    Reforge Holds his hands outward, forming a basketball sized sphere of radiating light in front of him. This sphere begins to spin, glowing brighter and brighter until Reforge presses his palm onto it, launching it away. It travels extremely fast, freezing objects that it rushes by, also blinding those whom stare directly at it with intense light. Reforge detonates it after it travels a mere 30 feet, producing an impressive blast of holy energy that can freeze an area of about 30 feet. Heartless type creatures take massive damage from this spell and during the blast, all whom peer into the light are blinded.
    *3 points*

    Tier IV:
    On the fourth tier, the suffix "aja" or "ja" is added.

    IE: Zeal Curaja-
    This advanced tier spell is highly effective, formulating a biological miasma that is able to form all types of living matter to reshape and heal any organism. It heals all wounds, even able to regenerate lost limbs, organs, even repairing brain damage and trauma in comatose victims. The essence released from this spell could heal a small army of all of their wounds, or bring several individuals back from the literal brink of death.

    IE: Blizzaja Coeles-
    Reforge jumps into the air, circulating a frosty miasma around his keyblade. This energy flows off the tip of the blade and vanishes. Large crystals of ice start to rain from the sky over a wide area that can extend 100 feet, causing explosions of holy energy each time. Enemies can be frozen while taking extreme frost damage. All of this culminates in a massive pillar of light dropping down from the heavens causing a chain reaction of frost explosions. Denizens of the dark can be exterminated by this spell's might. Not only do enemies find that the ice crystals fragment and stick to their clothing, causing nearly unavoidable damage in the mayhem of frost and heavenly force.
    *4 points*

    Summon Tier
    This is a special skill in the Cul-de-sac for keybladers whom are quite versed in the skill of magic, able to make a contract with various entities whom commands a variety of forces, having great power at their disposal. A keyblader is able to use the power of their heart to synchronize their essences with that of a summon, using the keyblade as an inter-dimensional portal to draw the entity out. Summons normally hold an immense amount of magic that produces a plethora of effects but aren't indestructible or all powerful. Summons average a scale of magic about 3 times that of the fourth tier. I won't give an example of a summon. I want you to use your imagination and the information given if you chose to have a summon in your character sheet.
    *7 points*

    Spell Lines and Skill Lines
    When using your points for skills/spells, take note that whilst different categories require separate points, same categorey spells/skills do not.

    IE: Blizzard>Blizzara>Blizzaga>Blizzaja
    *costs 4 points*

    IE: Ruin>Ruinga>Ruinja>Summon Ruin Bahamut
    *costs 7 points*

    I feel like if your character knows the higher level tier, they can perform the lower tiers as well AND save you some points

    Combat Information
    This will clear out any type of bugs in actual fight posts in the RP. Regardless if its from beating someone into submission with a keyblade or other substitute weapon, to the notion that they've been blasted by spells/skills, effectively damaging someone, damage will occur. We WILL end up beating the snot out one another so don't act like your character can't be touched.

    Melee is where there is a possibility of mild power-play. You won't always be able to block or dodge EVERY SINGLE ATTACK. Be mindful that if your keyblades make impact, even slightly, there still is a pushing force from the other's physical strength onto the other. If you’re clever you can use a stalemate of two keys to your advantage. The closer you are to your opponent, the harder it is to dodge and/or block. So if your doing melee, be prepared to take a beating. If you win or loose, you will at some point have gotten hit physically.

    Here is where we get to the nitty gritty and start to use our magic to unleash our spells/skills. Some of us might even be more creative and combo a string of spells/skills together. Remember however, magic based techniques have a limit where we can't perform them. Magic becomes very unstable after us keybladers use too much of it, so there will be no immediate spell/skill after four consecutive ones. Realistically a lot can happen in the time you're vulnerable to physical attacks and keyblade strikes. For spells/skills, depending on the kind of attack, you really can't avoid it very easily. Damage should be taken in best respects to the tier of the attack and likewise the reaction. In the same regards, spell casting times should be realistic to the spell tier, unless otherwise influenced by a keyblade ability or H.E.A

    Heart Ignition
    The penultimate release of the forces that stems directly from the heart's very core. It holds such power that when it is used a person's soul aches afterward but that sacrifice is a just cost. This is your all out attack that involves the keyblade to invoke massive destruction or damage via the power of the heart. In reality the heart ignition's power targets the opponent's hearts, thus this attack is virtually unavoidable. Trying a combo of skills and spells against a heart ignition attack is pretty much going to fail, the heart ignition isn't going to "miss". Using this attack takes a gigantic amount of stamina, magical force and puts great strain on the heart. Take great caution when performing such a feat. Take even greater heed when facing off against one as well, otherwise death could occur.

    Character Sheet
    (Apparently this is the name that your parents gave to you at birth. Make it something creative and not blatantly stupid please. You can forgo a surname if you want.)

    (How old are you?? We're all "kids eh, ages 12-19)

    (Uh durr, do you have guy parts, or girl parts??)

    (You gotta look like something right?? Anyway, you may use a picture, description or both.)

    (How we act,view things. The idealism of who we are and why. Explain how your character reacts to the reality of life. Don’t make it sound dull kayy?? I want some depth here. Two paragraphs will suffice, but you could impress me and go further.)

    (Here we go!!! Yes you can all have abilities, though keep in mind that this is far beyond the years of the original Kingdom Hearts games and nobody is seriously uber powerful. As stated before these are mainly passive enhancement type abilities that wouldn't be classed as spells/skills You're allowed four.)

    (You have 25 points. Refer to information for more detail.)

    Faction and Bonus
    (Pick a faction. Each of the three factions get a different bonus skill/spell types that can be added to their spell/skill list free.)

    Cult of Creative Kids- Free Tier III Defensive skill/spell

    Vagrant Oricalcos- Free Tier III Healing or Buffing Skill/Spell

    Zeal's Call- Free Tier III Attack Skill/Spell

    Battle Style
    (Considering we are keybladers, warriors, etc, please give an explanation of your fighting method. We all wont fight the same, so this gives a fun twist to battles.)

    Heart Ignition:
    (Your finishing move, you only get one, so for once you really won't be yelled at for making something over the top. Take advantage but be wary.)

    Keyblade Form Appearance A
    (Post a pic, or description.)

    Keyblade Form Appearance B
    (Post a pic, or description.)

    Recent History
    (It doesn’t really matter all too much where you came from and why, just that now you are a kid in the Cul-De-Sac and you are part of a faction battling it out for some type of supremacy in the streets. Here is where you talk about your recent activities in the Cul-De-Sac. School had just been let out that day, so give an account of what your character was doing the days previous to the world being shattered.)

    Seriously though, is it that hard to spell?? Make sure your posts are legible, and neat. Grammar shouldn’t be a problem.

    Power Playing/Godmodding:
    In an rp like this, the possibilities of impossible things happening are high. Just don’t do it yourself without permission.

    Posts and Quality:
    Keep in mind that this is a role play where I want a bit of quality and quantity. The post length should be represented as such. From that, I ask at least 2 paragraphs of non-dialogue.

    Let’s give vivid details if possible, it makes for a grander rp experience.

    Amount of characters:
    Every role player is allowed three characters for now.

    Proof That you Have Read The Rules:
    To prove to me that you have read the rules, please put “We're all in too deep." in your character sheet.

    This is for our enjoyment, so make sure to have a wonderful rp experience.​
Thread Status:
Not open for further replies.