View Full Version : FFVIII RP Group
One of my old sites was an FFVIII-2 Roleplay. Where we took up after the game and the defeat of the sorceress. Yet, just like in the game, the Sorceress has her bloodline continued in a few choice disciples. Once she has built up the strength, she can transcend time into a new host body.
The general gist of the world is trying to eradicate the old fanatics of the sorceress that gave Gabadia Garden its bad name. Galbadia in general is in a state of civil disorder. Some still seek power through conquering their neighboring nations, specifically the technology filled Esthar. The new President, however, is trying to realign Galbadia to general peace-loving nation with the military might needed to support and police other conflicts. Trabia garden was decimated in the events of FFVIII and is in the process of rebuilding. They have mostly SeeDs and instructors working there with very few Cadets since they have yet to finish building the main amenities.
Esther, having been exposed, has opened to limited visitation. Only delegates and high-clearance personnel from the other Gardens are permitted to enter. Import and Export is heavily monitored and restricted. They too are recovering from the Lunar Cry event and the Pandora event. They have officially agreed to let Balamb Garden keep and utilize the Ragnarok ship they had already considered lost. Of all the Gardens, Balamb has the best relations with Esthar.
Roleplay would start off however you like. You could be a member of the gardens, a civilian, or a factionless mercenary. If opted for a member of the Gardens, you are encouraged to start as a Cadet and work up. There are Cadets, SeeDs, and Instructors. Cadets can be of 13-19 years of age. They are elligible to become SeeDs at the ages of 15-19. If they fail to meet the requirements by the age of 20, they are discharged from the Garden. Generally, after several years of service, SeeDs either retire from service or take up positions as Instructors.
Both Esthar and Galbadia have non-Garden Military groups, but Galbadia also possesses a Garden of its own. Only the Balamb Garden can conduct the SeeD exams and thusly, many other Gardens transfer their prospective Cadets to Balamb for this exam. After becoming SeeDs, they may transfer back to their respective Gardens.
Just like the game, you can have Guardian Forces, but no more than three junctioned at a time. The more you have junctioned, the more long term memory loss you will suffer.
If you would like more details, you can find information in the follwing Wikia:
http://finalfantasy.wikia.com/wiki/SeeD
Please post below if you would be interested in writing an RP with me.
Shinsou Vaan Osiris
05-13-16, 12:03 PM
You have my attention. FFVIII was my first love.
Same.
My thoughts are to have all those interested meet during the SeeD exam which will be a mirror of the Dollet Siege. While the events of the game have already transpired, this will be a liberation mission to free Dollet from Glabadian Dissenters that still side with the ideals of world domination. Once we free them, there will be the SeeD ball, and if there is still interest, the new plot will begin during that ball.
As a matter of fact, the old site is still hosted by Invision Free. Granted, it closed down for a privately owned site that no longer exists, some of the information on there is still good for the post-game setting.
I might be referencing some of that old material when working on this group.
http://z1.invisionfree.com/FF8_2/index.php
Shinsou Vaan Osiris
05-13-16, 03:15 PM
Count me in.
We should totally have Biggs and Wedge stationed there or drinking in a pub off duty.
GF wise, are we conforming to the originals or mixing it up with others?
Little of both. My old site had a Fenrir GF. So as long as they fit within the gist of GFs that's fine.
Shinsou Vaan Osiris
05-13-16, 06:59 PM
Quazacotl, Odin and Cactuar.
Tobias Stalt
05-14-16, 04:07 AM
I'm down to the dirt with this. VIII wasn't my first rodeo, but I loved it.
If we're just starting, why not have no GFs? Or have to find them first IC?
Aw yee, we can make this work with three. I'll get a character sheet up this afternoon after my doc appt.
Elthas_Belthasar
05-14-16, 11:40 AM
Jack I'm also interested in helping you out with this project.
Little known fact of me is FF 8 and 6 are my two respective favorite all time FF's.
I'm willing to make a fresh character for this project to hang out with you and others who are interested in this.
Hopefully this goes off to a great start guys!
Mordelain
05-14-16, 04:59 PM
I'm in.
Awesome! I didn't get to my character, but I'll be playing Alyssa Snow as she was originally created back on FFVIII-2. Once I throw up the character sheet, I'll get an opening post in. Since this is a Nexus, no one needs a profile, but it does help keep track.
Mordelain
05-15-16, 09:23 AM
Name: Maye Drack
Age: 29
Gender: Male
Hometown: Dollet
Height: 5’11”
Weight: 78kgs
Eye Colour: Black
Hair Colour: Brown
History:
Dollet, after the events of the sorcerer Edea prospered. The harbour linked with Esther, and the populous doubled. People came to work the docks, the lighthouse, and the guard.
Galbadia’s insurrection of the island’s security forces caused a revamp of the town’s personal. Amongst them, the 26yr old Maye Drack found himself recruited. Before the town centre’s hotel, the recruit swore to protect the city, and in turn, the students of Balamb Garden, who were now the town’s armed forces.
Having spent five years in the wilds, Maye developed skills that leant well to the scholarly pursuits of SEED. Although he could not connect with the alien presence of Guardian Forces, he had a natural talent with magic, DRAW, and the combination of physical skill with magical ability.
As Balamb Garden’s leading tutor in the hunting, and defeat of Guardian Forces, Maye takes pride in his independence. He has not junctioned with entities on his own. His use of magic, and drawing from creatures, has afforded him with defensive capabilities other students of SEED are unable to match. Save, of course, for the heroes of the Time War.
His day-to-day activities are comprised of lessons on the defeat, and pursuit of fledgling Guardian Forces and how to utilise conventional Magic to combat other SEED who use Guardian Forces. Maye finds himself chastised as a rebel amongst the ever-changing hierarchy of Balamb Garden.
Abilities:
Analysis: Maye has an intuitive mind, focussed on the abilities of his potential enemies. In a combat situation, he can define the parameters of his opponents and utilise them to his advantage. He can, if pressed, overcome insurmountable odds.
Indefinable: When an opponent he is fighting has a Guardian Force in place, Maye’s strength and agility are X2. He has trained, day and night, to best Junctioned SEED. Although he misses the strengths provided by Junctioning, his abilities are his own.
Spells:
Magic is preferential. SEED draw on the spells they find an affinity with, and utilise them in unique ways. Maye has found a combination, which supports his role as a tutor in the Garden. All help him hunt, and defeat, and break Junctions.
Shell: Weaken the next attack it has a magical original and connects with Maye. Fatal attacks that connect with stun at best and the barrier will ignore conventional attacks entirely for two attacks.
Protect: Weaken the next attack it has a physical original and connects with Maye. Fatal attacks that connect with stun at best and the barrier will ignore conventional attacks entirely for two attacks.
Haste: Once a day, Maye can cast Haste. This spell permits movement, defying space and time that can augment his combat abilities to a level that will defeat Guardian Forces. It causes significant memory loss, fatigue, and nausea once it fades.
Quake: Drawing this spell permits three stores of the Quake spell per tutor. Each use will sunder architecture and cause heavy wounds to a 50ft diameter. Maye utilised it as a last resort.
Cura: Maye can heal strong wounds, but not grazes, cuts, and bruises. This spell can affect up to two individuals per casting, three times per day. It requires a considerable amount of focus, and Maye cannot utilise it in a post after use of the Haste spell.
Equipment:
Comms. Maye carries communications devices, which allow long distance chatter with the Gardens, and other SEED tutors currently active. It requires open air to utilise effectively.
Ionised Blade: Maye carries a steel blade, ionised to deflect lightning elemental spells. It can disperse Guardian Force matter, though requires considerable focus to utilise effectively.
Name: Alyssa Snow
Age: 17
Height: 5' 8"
Hair: Blonde
Eyes: Blue
Blood: AB-
Build: Sun Kissed Skin, Athletic
Rank: Cadet
Hometown: Fisherman's Horizon
Home Garden: Trabia/Balamb
Weapons: Twin Odine Brand Magnums (8 Round)
Secondary: Prototype Crystal Rifle
Melee: Tanto Style, Combo-Edge Knife
Limit Breaks:
>> Rank 1: Ultima Shot
Alyssa charges all her latent energy into her rifle and roots her stance. She pulls the trigger and looses a massive non-elemental energy blast. Upon striking the target, it ruptures and deals damage to all enemies within 60 feet.
>> Rank 2: Arcane Volley
Alyssa readies her twin revolvers. Instead of her junctioned magical shots, each pull of the trigger looses a random spell from her stored magic. She can unleash unlimited spells for the 5 seconds.
>> Ultimate: Overdrive
Alyssa's body becomes a catalyst for magic. Ambient magic from the surrounding area and nearby life forms are pulled into her and cast simultaneously. She becomes a walking apocalypse for 5 seconds, damaging all nearby enemies. She is rendered unconscious afterward.
Magic:
>>Fire/Fira/Firaga
A basic to advanced fire spell. Basic is a simple fireball causing damage to a single target equivalent to an explosive round. Intermediate is an area of effect spell that causes a pyroclastic explosion in a 15' radius. Advanced is a fire column able to ignite a small establishment or large monster.
>>Blizzard/Blizzara/Blizzaga
A basic to advanced ice spell. Basic is a volley of frigid air and ice shards causing damage to a single target equivelent to fleshette rounds. Intermediate is a snap freeze and shatter on a target that weakens armor or decimates living tissue. Advanced is a large scale weather phenomina that converts a 1k sqft area to tundra, freezing and damaging those within with grapefruit sized hail, exteme wind, and sharp ice shards.
>>Thunder/Thundara/Thundaga
A basic to advanced electric spell. Basic calls a single bolt of lightning down on a foe, sundering them and rendering some targets stunned. Intermediate is an ionized phenomena that causes multiple bolts to converge on a single target, heating the air to a plasma and breaking ground at the site of impact. Advanced is a massive collection of several bolts, culminating to a final strike of devastating proportions and is able to shatter stone at site of impact.
>>Demi
A gravity spell that compresses mass in a 15ft area for a brief moment. This can cause warping, fracturing, and immense pain. While not a fatal spell, it is useful is breaching fortifications or opening points of weakness on solid targets. It can also be used to take enemies out through non-lethal means.
>>Flare
A large focused burst of energy not affiliated with any element. This can cause fatal damage to any target caught in the epicenter. Its blinding white light can be seen from miles away and is often used as a light source during night ops or signal to distant allies. It also functions as an effective flash-bang, temporarily disorienting most nearby foes.
Current GF:
>> Fenrir
A large wolf known as the eater of worlds. It's junctioned parameters focus on elemental damage, elemental defense, and overall magic damage (int). It also offers the combat function of Mug, which allows Alyssa to steal items from foes in the midst of combat without their knowledge. Given that her magics focus on damage, this is a helpful utility for acquiring restorative items or magic stones to keep her in the field.
When summoned, the sun or moon is eclipsed by an unknown shadow. The sky glows a dark red and Fenrir descends from above. He turns his muzzle to the sky and howls. Shortly afterward, small meteors rain down, indiscriminately striking targets at random and up to multiple times. While not entirely potent compared to other GFs, once his howl is over, all nearby enemies are silenced and unable to use any form of magic.
History:
Alyssa Snow was born in Fisherman's Horizon to two scientists that fled Esthar to seek a better life. They were refugees of the Sorceress War and specialized in weaponry technology prior to the pinnacle of the war. They wanted to help create advanced weapons that could eliminate the threat of Adel's kin and keep Esthar safe. When they sought to use that against Galbadia, they fled. Fisherman's Horizon is home to many similar refugees to the war. Many held the ideals of peace and harmony. In the mid to later years of their marriage, the Snow's gave birth to just one girl. They raised her to be kind, caring, and open minded. Yet, her father, always fearful that the a pandemic similar to the Sorceress War would soon stretch to their sanctuary, he would take her down the railway to teach her how to shoot. At the age of ten, Alyssa started learning how to use the Odine brand revolvers her mother and father owned when they fled Esthar. At the age of twelve, she had become proficient with them, and was first exposed to the Snow's prototype crystal rifle. Using shards from the Lunatic Pandora, they crafted a gun capable of unique utilization of energy. Alyssa did not receive much training with the weapon thanks to the events of the Lunar Cry. When monsters crashed down on Esthar, the shockwave sent tidal waves over Fisherman's Horizon. The last thing Alyssa remebers of her parents was being put into the cellar beneath their home. Before her parents could join her, the water swept them away and sealed her within the water tight basement.
After the events of time compression, many families were devastated and a new batch of orphans emerged. These were scattered across the lands, but just as the previous generation, many were sent to Gardens for training, shelter, and education. Alyssa was among several that transfer ed to the Gardens. While Trabia was her district Garden, she was transferred to Balmb as they repaired the devastation caused by the missile strike. Here, equipped with her mother and father's guns, Alyssa trained to become a SeeD. The story of Squall and his friends motivated her and the occasional glimpse of them while they visited the Garden between missions filled her with hope. While the world was now safe from Ultimecia, many problems still existed in the wake of her actions. SeeDs were still needed, and Alyssa vowed to help those in need in hopes she could one day return back home to Fisherman's Horizon.
Alright, I've updated the RP thread here: http://www.althanas.com/world/showthread.php?31010-FFVIII-Liberation-of-Dollet&p=263843#post263843
Please let me know where your character will fit into this operation. Again, profiles are not needed, but if you do create one, let me know so I can link it.
Count me in, though I need to do some research as my FF knowledge extends only to the demo for FF 15...
Oh, and as an FYI, you don't need to make a profile detailed. This is very casual and mostly for fun/to scratch my FFVIII writing itch.
Mordelain
05-17-16, 05:59 PM
First wave!
If you want to be first wave go ahead and open. Alyssa is second wave so I can write in about getting on the boat or whatever.
Shin, Tobes, Elthas, Oink, you still in on this? Mord and I have our openers in. He's in the first wave and Alyssa is in the second. If any of you will be playing out a Cadet-to-be-SeeD, I left my post open for one more member.
Shinsou Vaan Osiris
05-18-16, 02:44 PM
I'd love to be in, I should be able to post tomorrow.
Where my peeps at?! Is it just Cyd and myself?
Powered by vBulletin® Version 4.2.5 Copyright © 2024 vBulletin Solutions Inc. All rights reserved.