In a cataclysm known as the Nightfall, the worlds were almost completely destroyed by a harrowing surge of darkness.
In the shadows of the ensuing chaos a new group has taken shape. Led by an Aegyl named Kalos, the 11th Hour touts an esoteric knowledge of how to combat the darkness and restore the worlds. They might be the worlds’ best chance at survival; but nobody really knows enough about them to confirm or deny their claims.
On the brink of collapse, the universe holds its breath in anticipation. Of restoration? Of destruction? It is up to individuals like yourself to decide.
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Minimum players required: 10 Heroes 10 Villians 3 Organization XIII 2 Dark XII
Mikhael Rutherford has received intelligence that the Organization has taken over Castle Oblivion. This doesn’t bode well for anyone else, because of the castle’s unique properties with memories. While it doesn’t actually erase the memories of those that travel through it, it makes memories much easier to manipulate. The Organization has begun to experiment once again with altering memories. It is much more difficult without Namine, but they are beginning to succeed in changing people`s memories and alliances. Of course, the Guardians aren’t the only ones who have noticed. The Dark XII also dislikes the idea of the Organization in control of Castle Oblivion. Ansem, for his own reasons, is seeking to dislodge the Organization from this stronghold of memories and hearts.
That’s where you come in.
Heroes, Mikhael need your help. His organization, the Guardians of the Worlds, can’t handle this alone. Report to the Frosted Flame if you want to fight the Organization. For story purposes, only 10 heroes may apply.
Villains, you have been called. Castle Oblivion has many floors, but too few guardians. Take over the castle, pick your floors. Keep these misguided “heroes” from dismantling the work of the Organization. Be warned, the Dark XII may show up as well. For story purposes, only 10 villains may apply. Players wanting their villains to participate will be contacted IC by the Organization.
For purposes of fairness, players may not have more than two characters total in this plot. Players may not have two character in any category. There is room for a maximum of twenty-seven players in this plot, divided into four threads.
The threads: Five heroes and five villains split the castle in half; one group taking the aboveground section, and one group taking the basement. The Org XIII characters operate in an independent threads, watching the progress of the heroes, plotting and scheming, and dropping into the other two threads as required by the storyline. The Dark XII characters will operate on the same principle for the first three floors, then they will each make an individual choice about which group of heroes to assist. Both groups must have at least one Dark XII member. One group might have two.
Edit: The character count is perhaps limiting. so, I'm making the requirements the minimum.
Jan 18, 2011 13:08:55 GMT -4
Last Edit: Jan 18, 2011 14:11:16 GMT -4 by halen2020
The Cards The Cards are divided into multiple categories. Weapon: Weapon cards are your weapons. They are used to set up special combos, called Sleights. Magic: Magic cards are used for spells. If you wish to use magic, you must have the card. Magic cards are cast at the highest level you have learned. If you don’t know the spell normally, you cast at the lowest level. Item: Item cards are used to restore the cards in your deck without having to reload. Cannot be used in sleights. Heartless: Heartless cards allow you to activate special abilities. Cannot be used in sleights. Friend: Friend cards allow you to call upon the abilities of allies. Not included in deck count. There is another category, but it is not used in battle, so it doesn’t count here.
Card List List of cards drawn on when building decks. If your brand of magic isn’t listed, tell me and I will add it to the list. MAGIC Fire: Casts a basic fire spell. Blizzard: Casts a basic ice spell. Thunder: Casts a basic lightning spell. Cure: Heal some of your health. Gravity: Does 20% of damage to the target. Stop: Halt time for one enemy for 1 post. Aero: Casts a whirlwind of wind that blows enemies away from you. ITEM Potion: Reloads all attack cards that have not been deemed unreloadable. (I.E cards that have been broken, and the first card in a sleight.) Hi-Potion: Reloads ALL attack cards, even those deemed unreloadable. Ether: Reload all Magic cards that have not been deemed unreloadable. Mega-Ether: Reloads ALL magic cards, even those deemed unreloadable. HEARTLESS Air Pirate: ITEM BRACER: Make Item cards unbreakable. Lasts for three reloads. Air Soldier: RELOAD KINESIS: Reload cards while moving. Lasts for three reloads. Aquatank: AUTO-RELOAD: Automatically reload cards when they run out. For one reload. Barrel Spider: QUICKLOAD: Reload cards instantly. Lasts for three reloads. Black Fungus: RANDOM FLUSH: Activate random enemy card. Lasts for one reload. Blue Rhapsody: BLIZZARD BOOST: Increase power of ice based moves. One reload. Creeper Plant: LEAF BRACER: Cure cards unbreakable. Lasts for one reload. Crescendo: FRIEND BOOST: Powers up summon cards but magic can’t be used. One reload. Darkball: CARDBLIND: Hide cards from enemies. Lasts for 3 reloads. Defender: PROTECT: Decrease physical damage. Lasts for one reload. Fat Bandit: BACK ATTACK: Increase damage when hitting enemies from behind. 2 reloads. Gargoyle: VANISH: Become invisible. Lasts for one reload. Green Requiem: CURE BOOST: Increase effect of cure abilities. ONE reload. Large Body: GUARD: Physical attacks to your front do no damage. Lasts for one reload. Neoshadow: BIO: Enemy’s health gradually decreases. Lasts for one reload. Pirate: ALL ZEROES: All card values become zero. Lasts for one reload. Powerwild: RETROGRADE: Reverse the level of cards, I. E, 1 becomes 9, 2 becomes 8, ETC. Zero cards are not affected. Lasts for one reload. Red Nocturne: FIRE BOOST: Increase power of fire based moves. Lasts for one reload. Sea Neon: RANDOM VALUES: Randomize the level of cards. Lasts for one reload. Search Ghost: DRAIN: Absorb health when attacking with attack cards. Enemies drop fewer items though. Lasts for one reload. Screwdiver: DECREMENTOR: Decrease the level of all cards by one. Lasts for 1 reload. Shadow: INCREMENTOR: Increase the level of all cards by one. Lasts for 2 reloads. Tornado Step: RELOAD HASTE: Subtract 2 from the reload counter. One reload. White Mushroom: HYPER HEALING: Restore HP when friend cards are played. 3 reload. Wight Knight: FLOAT: Jump higher and fall slower. Lasts for three reloads. Wizard: MAGIC BOOST: Magic cards are more powerful, but Friends can’t be used. One reload. Wyvern: RELOAD LOCK: Reload without affecting the counter. Lasts for three reloads. Yellow Opera: THUNDER BOOST: Increase the power of thunder moves. One reload.
Deck Rules Decks may be built however you wish within these limits: Decks may be up to 30 cards. You may only have four of any spell card, and one of any item card. You may have two item cards max. Each deck may have two Heartless cards. Decks cannot have Boss cards, unless you participate in defeating the boss, or trade with someone who did. Decks can be stacked in whatever way you chose. However, when selecting cards in battle, you may only move four cards in any direction per post. Example: WEP3,WEP7,WEP2,MAG4,WEP9 If you want to use the WEP9 card in a slight, starting from WEP3, you move four cards down the list. You cannot move more than four cards up or down the list per post.
Sleight Rules When setting up sleights, you may add up to three cards at once, if they are within four cards of each other. Example: The A cards are the ones you wish to combine. You start on the first a card. (a)[n][n][n][n][n][n][n]
Okay, first of all; was this even approved by the staff? Second, how would Mikhail have even come across this information? Only the Organization and I believe one OC even know where it is.
It may seem like a nice plot, but unless it has been approved and makes sense...*fill in blank*
There are a few major kinks that need to be worked out of course. Like the Organization hasn't taken the castle over, it has always belonged to the Organization. The biggest one is that the Organization hasn't been experimenting on altering memories without Naminé yet. But for the purpose of the plot they could start such things. And a lot of other things that would require a lot of preparation through other roleplay threads to even create the circumstances that this plot could ever happen in.
I like the concept of pitching villains against heroes. But I do feel the miss of being able to truelly determen what would happen. With the scenario written out to such detail.
The second post on the other hand I personaly dislike. Yes the cards are important but to bind them by the rules as in CoM strips roleplay as members will be more focussed on using these cards and rules. If the plot does happen with this directive then I won't particpate.
Post by Ellie who has 0% on Jan 18, 2011 14:06:46 GMT -4
Seedling chillax. XD This area is caaalled plot ideas for a reason FREE SPITBALLING!
I'm sitting in the same spot with IUMA, but it doooes pokes the Organization XD to do something or something to explore, which would be quite difficult without Namine. >> That was the only way Castle Oblivion worked the way it it.
Well, as SeeD pointed out in a different post, Marluxia, who is no longer a member of the organization, is currently the one who is in possession of Castle Oblivion. So, the organization would have to re-takeover the castle from him. Or work with him. The reason I posted it here was to expose it to constructive criticism. Also I was told to.
Regarding the cards, to be honest, the game makers wouldn't include the cards without a reason. In CoM, everyone and everything had to use the cards. For everything. I tried remaking the card system to be freindly to RP. There is also the fact that the cards were NOT created by Namine, which leads me to believe that Castle Oblivion was set up that way by Aqua, so as to fulfill her mission of making it so no one could figure out the Castle's secrets. If there are things you think should be changed, tell me.
Jan 18, 2011 14:09:07 GMT -4
Last Edit: Jan 18, 2011 14:30:06 GMT -4 by halen2020
I do believe the entire thing is a big miscommunication.
Marluxia thinks he owns castle oblivion since nobody has bothered his hideout for more then a year. this by lack of active organization members in the past, and the new members picking up the roles were never informed of this.
But with the new members getting active they are currently returning to castle oblivion. Vexen and Axel are currently in a plot thread in Castle Oblivion.
So it's all an ingame roleplay thingy. It's not that SeeD as got to say anything at all about the board. Only staff do. I believe the big confusion revolves about this issue.
No, it was originally the Land of Departure in Birth By Sleep. At the end of BBS, Aqua remade it into Cstle Oblivion, making the inside of the castle confusing so that anyone trying to find it's secrets would be "lost in oblivion."
Post by Ellie who has 0% on Jan 18, 2011 15:32:05 GMT -4
EDIT: WARG I'VE BEEN CORRECTED
Xemnas found Castle Oblivion --> Xemnas was Terra Grandpy Xehanort --> Terra Grandpy Xehanort would know where Land of Depature is at, but found Castle Oblivion instead...
o-o now that just was concluded from stating the obvious about the character background...making his discovery...not an alarming one.
//=3= you see how much I reeeally care about BBS? -3- bull-bullshiz
Sorry bout the gnerd rage I thought this was posted in a different board, and yes IUMA, Marluxia does not OWN CO but more or less is just there and calling it his since...no one...is there. And I know I have no authority to call it Marluxias so henceforth I'm not.
*Back on topic*
Only concern I see is the same as the others, make the card system..into something...else. Not really sure what though