Interest Check
GM: TheWindelCo-GM: Lucius CypherStatus: Open to all Applicants
It is said that the past repeats itself throughout the course of history. An ancient legend from a time too far for our own understanding speaks of such a repeated process. According to the texts of old, seven wise kings ruled the land in separate territories, and peace was installed in the plane we know as the world. Each designated ruler was a mighty warrior in their own right, and each represented a color of the spectrum to reflect their inner strength and will: Red, Blue, Yellow, Green, Orange, White, and Black.For a time, the constant era of war and strife was ended upon by a peace treaty which, although not fully uniting the different kingdoms as one, did maintain a common truce among the seven rulers. Seven kings to rule the land…until one fateful day in time. One single moment in fate.The wisest and most powerful of the rulers, the Black King, was struck down by a treacherous blade. The Orange King, with all of his cunning and skill, persuaded the remaining five rulers to rebel against what they saw as prideful tyranny. In doing so, each of them betrayed their beloved comrade with a cruel execution. Soon after, the rulers and their legions of armies continued the cycle of violence and war anew, each seeking out greater power and glory than ever before.The world grew divided once again.Fast forward into the future, nearly several thousand years since that dark time.It is the year 2048. The world has become connected once more though a global phenomenon known as the World Interface. It is through this tool in which all conflicts are resolved without the usage of such barbaric means. All people can connect their minds to the World Interface at any given time, via a mass satellite orbiting around the planet that transmits and broadcasts brainwaves.Enter Deep Ground.The Deep Ground Program, or D.G.P. to most, is a universal method of education and teaching to all youth. To an external viewer, it is nothing more than a highly competitive action game, and some have even labeled the software affectionately as Deep Ground Online. That title is not too far from the truth, as players compete with one another on a global scale through various battles and missions.The game itself is quite simple, and the goal is linear. Be the first to eliminate your opponent and win. However, like all things in this world, there are twists of fate. Deep Ground is only available to those ranging between ages 13 and 18. It is not uncommon then for many to grant their child the D.G.P. for their thirteenth birthday.The software itself affects reality as well. Players begin their harsh journey at age 13. Once reaching age 19, the program automatically uninstalls itself from within the player’s memory bank stored within their brain. The overall objective is really quite simple.The program determines one’s fate in reality. The better the player, the better they shall succeed in real life. A player aged 18 who has a significant winning streak may then be rewarded to live the rest of their lives in relative comfort with perhaps a high waging job. A player in the same circumstance who has failed to meet any substantial achievements is forever condemned to a life of meager living. Your status in-game affects your future. There is no fighting against it; that is how it has always been. That is how it will always be.There are seven domains within the world of Deep Ground, each ruled by a colored king to fit the legend; Deep Ground itself was originally based on the tale of the seven rulers. All colored rulers are at least level 9 players, with the highest cap peaking at level 9. Orange, Red, Yellow, Green, Blue, White….each have created guilds in which to further expand their power and glory in the real world.
The Black King rules a guild that is notified for the fact that it contains no players, only the Black King itself. However, times are changing, for better or worse. One fateful day, much like the day of legend long past, the current Black King made a public announcement throughout the servers of the World Interface and all throughout Deep Ground.“Attention all players. I, the Black King, ruler of the Ebony Strykers, am allowing any and all to join my guild. This will be the first time I have done so in the entirety of Deep Ground’s launch. Please, choose your allies wisely.”One month.One month had passed since that ever fateful day. In that fixed point in time, Deep Ground Online was officially declared back offline to the masses due to the efforts of a Player Hacker known only as the Corpse Collector. However, the player was dealt with as swiftly as she came, having apprehended over night. Theories abound on how exactly she was stopped in her mad rampage. Some say it was the work of the Sweepers. Others say the Black King themselves defeated Corpse Collector and locked her out of the servers permanently. And still, some say that it was the will of the World Interface correcting itself of the anomaly.In the real world, Corpse Collector was subsequently arrested for abusing the system’s programming, her fate having been determined for her not by the game, but by the World Interface itself. To this day, researchers are still wondering how exactly a girl such as herself was able to tamper with the very fundamentals of the programming their ancestors encoded.Her identity was not revealed to the massed public, and little knew of her existence to begin with. She has since been placed in a mental institution.It was supposed to be a time of rejoice and triumph. And it was. For a while.Dead. All of them. Well, not all of them. But a good majority of them. Players who held the position and ranking of King within Deep Ground were suddenly found dead the very next night. There were no signs of immediate struggle; they all perished in their sleep without so much as a whimper.Orange King, Green King, Red King, and…White King. Each found dead. Each having their bodies carted off and carried away from the world. Since then, Deep Ground has come under intense investigation by the global leaders of the World Interface. In the span of one short month, heated political debates have spread like wildfire across the world.Two sides now stand: those who question the moral action of enforcing the Deep Ground program and its fatalistic nature, and those still stuck in their traditions of keeping the game alive. The latter seems to be the majority in this wasted world.And so Deep Ground Online stands today.Now where do you fit into this? You are a player yourself, trying to survive and succeed until your 18th birthday. Will you join a guild or will you dare to fight alone?The choice lies entirely in your own actions. Happy gaming.
There are seven official Guilds as well as two non-affiliated groups in which one can join in Deep Ground Online: There are also six major player roles within the RP. Each of them are a colored ruler, and thus will be in control of their guild. Players are encouraged to join guilds and collaborate with one another to defeat other enemies as well as formulate strategies to win battles. To claim these, it's first come first serve.-The Red King: Claimed by YandereNoodle
-The Blue King Claimed by Psyker Landshark
-The Green King Claimed by Arrayah
-The Yellow King: Claimed by Scarifar
-The Orange King Claimed by OverconfidentMagi
-The White King: Claimed by MaskedHeroZ
Deep Ground Online is, in its most basic form and components, an indirect fighting game. The environment of Deep Ground Online is a massive city with spanning levels and wide open complexes for players to utilize. Labeled as “Faded City”, there are seven main districts each respectively reserved for each faction. Guilds may conquer other districts to further grow in power and strength. There are a total amount of five classes in Deep Ground Online.The Assassin: The most diverse and easy to control out of the three classes. This class specializes in quick kills and relies on stealth and speed to take down their targets. Furthermore, they are considered the fastest class throughout all of Deep Ground. Excels in close-combat and is prone to using a wide arrange of items and tools. Does not have a specific weapon, although they can most commonly be seen wielding either knives, swords, or any other bladed weapon.
The Gunner: Main weapon is a gun of choice, and silencers may be purchased with a high enough level. This class focuses on long-ranged capabilities to pin down approaching opponents. Although not totally defenseless in close-quarters battle, they are at a disadvantage compared to their Assassin counterparts. This class is unique in that they may fully master any firearm within the arm, though flashy moves are usually frowned upon for quick kills. This class also has the highest jumping range in the game.
The Brawler:Unmatched in physical combat, boasting the most endurance of all classes and a pretty nasty punch to boot. However, their up-close-and-personal superiority is matched by their total and utter disadvantages at a range. Lacking any means to fight from afar, the Brawler must use their endurance to close in on the enemy and his strength to tear them a new asshole once he's within melee range. Capable of wielding a veritable arsenal of melee weapons.
The HealerTapping into metaphysical forces, the Healer's not the best fighter, but they’re staying power is second to none. Capable of healing both themselves and others, the Healer is more typically cast into a support role, where their entrusted with the lives of his comrades. He can use his powers to deal small amounts of damage as well, but more often than not, he'll ultimately fall short of defeating those of other classes. Utilizes small weapons for both melee and ranged combat, such as knives-melee and throwing-fist weapons, and small pistols.
The WizardLike the Healer, the Wizard is unique in that they’re able to tap into more mysterious forces to do his job. Unlike the Healer, however, the Wizard's powers are all offense-centric. From casting forth fireballs to raising the corpses of their enemies at higher levels, a Wizard who knows what they’re doing will be unmatched at a distance; lobbing forth projectiles and making his fallen enemies do his bidding. However, once "at a distance" ends, they won't be around for long. Even more fragile than the Healer, the Wizard is often considered dead the instant an enemy gets within melee range. Due to needing both their hands for magic, a Wizard doesn't use any weapons.
SPECS & PERKS:Upon reaching Level 3, a character is asked to pick one spec (short for specialization) from three choices that vary with their class. After this, the player will receive a single perk upon each level up from their choice of two; spec choices do not affect what perks you can and can't have. These perks can be new skills, passive bonuses, or even new tools to add to your arsenal depending on the class.
All that said and done, let's take a look.
SPECS:
Shinobi: Shinobi-spec Assassins are unique in that, unlike the other Assassin specs, they can set various traps for their opponents to walk into. They're also far faster than other Assassins, but their weapons are limited to knives only. As a result, Shinobi-spec players will need to rely more on traps and cunning than melee prowess.
Hitman: The Hitman is a merciless killer who wields a wide variety of weapons. While he loses the ability to sneak about, the Hitman compensates for the loss of this crucial ability with an increase to his offensive and defensive capabilities. While still flimsy, rest assured that if a Hitman goes down, he's taking somebody else with him.
Sniper: Not to be confused with the Gunner spec of the same name, Sniper-spec Assassins do have some similarities to their Gunner counterparts. Both of them specialize in the use of sniper rifles, but unlike their Gunner counterparts, Sniper-spec Assassins are unable to deploy traps. However, they also don't lose their usual Assassin sneakiness and combat prowess.
PERKS:
Level 4
Assassination: Sneak attacks do double damage. Not applicable if already in combat.
Vicious Strikes: Melee damage increased by 20%
Level 5
Trapper: Enables the use of traps for Sniper and Hitman specs. Shinobi specs will instead have their traps doubled in power.
Grim Stride: Support skill that doubles your movement and attack speed. Lasts 10 seconds, with a two-minute cooldown.
Level 6
Assassin Stride: Enables you to move about all nimble-like. Like a parkour master...or...y'know...an assassin.
Deadly Aim: Critical hit rate doubled.
Level 7
Engineer: Enables the Assassin to create remote-detonated explosives, smoke bombs, and grappling hooks. These items can be used by any class, but only Assassins can craft them.
Shadowstalk: Support skill that renders the user invisible for thirty seconds. Cannot be used in combat, and cannot attack during this time. Five-minute cooldown.
Level 8
Soaring Slayer: Jump height and acrobatic ability in general is doubled.
Swift Slayer: Ground movement speed increased by 50%.
Level 9
Grim Reaper: Melee skill that instantly kills an enemy. Cannot be used on a target that is already in combat, Dissolutions, or on somebody who sees you. 1-day cooldown.
Assassin's DNA: Allows the Assassin to pick any Level 8 or lower perk they don't already have.
SPECS:
Commando: A Commando-spec Gunner's best friend is his combat knife. While still able to shoot enemies from afar with their guns, the Commando will inevitably prevail in melee combat against Gunners of other specs. Skills unique to the Commando spec closes in more on use of knives (melee and throwing) than guns. Because Commandos can hold their own in melee combat as well as from afar, it's said to be the best spec for solo players in this class.
Sniper: The Sniper is a silent warrior who picks off enemies from incredible ranges, using both their namesake rifles and cunning traps to ensnare and eliminate enemies without ever being seen. While a Sniper can be vicious from the huge ranges they're most comfortable in, they'll ultimately fall short at close or mid ranges since they only have access to traps and sniper skills. A player who chooses this spec is immediately gifted with a sniper rifle, since they won't be doing much without one.
Armsman: Where the Commando is a melee fighter and the Sniper is one who fights from immense distances, the Armsman is the middle ground. Capable of unleashing a massive payload at firing range, the Armsman specializes in any ranged weapon he can get his hands on. However, for how fearsome they are at firing both from afar and at point-blank, the Armsman spec is the only one that cannot use skills the utilize traps.
PERKS:
Level 4
Field Medic: Grants the Gunner the ability to use bandages to heal himself or allies when not in battle. Not nearly as effective as a Healer, though.
Marksman: Gun accuracy increased by 30%
Level 5
Resourceful: Materials are not required to set traps.
Combat Armor: Reduce melee damage taken by 20%
Level 6
Sleight of Hand: Reload speed for ranged weapons doubled.
Eagle Eye: Ranged skill that homes in on an enemy's weak point. Guaranteed critical hit, but 1-second charge time & 10-second cooldown.
Level 7
Chain Knife: Attaches 5-foot chains to your combat knives.
Elite Soldier: Increases all damage - except trap damage - by 10%
Level 8
Banner of Courage: Increases your HP - as well as the HP of everybody in your party - by 10%
Rifle Enthusiast: Lets you dual-wield two-handed rifles.
Level 9
Jack the Ripper: Melee skill that deals immense damage to everybody around you. Requires a knife.
Fatal Fire: Ranged skill that instantly kills most NPC enemies; deals players and Dissolutions damage equal to 90% of their total HP. 3-second charge time; 60-minute cooldown.
SPECS:
Berserker: The Berserker is a vicious fighter who has no concern for how much damage he takes, instead focusing solely on ripping the enemy to pieces. A Berserker's unique skills all focus on dealing as much damage as possible, as quickly as possible.
Tank: Aptly-named, the Tank-spec Brawlers focus on exactly that. Getting the attention of the enemy and keeping it on them, shrugging off hits so that the rest of the team can do the damage. The Tank's unique skills focus on keeping NPC enemies on him, as well as granting buffs to himself to boost his combat prowess.
Scrapper: Scrappers use their tenacity and strength to its full extent. Actually, from a purely stat-based viewpoint, they're overall the strongest melee spec. However, even though they're faster and they have better stats across the board (even if it's not by much) Scrappers are restricted to the use of fist weapons only. Their speed is necessary to get within punching range.
PERKS:
Level 4
Pain Infliction: Increase all damage done by 15%
Pain Resistance: Reduce all damage taken by 10%
Level 5
Bloodlust: Support skill that doubles all damage dealt for five seconds. Has a three-minute cooldown.
Titan's Grip: Enables you to dual-wield two-handed weapons.
Level 6
Gyro Strike: Offense skill in which the user performs a powerful spin attack, using centrifugal force as a means to enhance the attack even further. Deals heavy damage to anybody within range of your weapon(s). 30-second cooldown.
The Zaraki Method: Increases your damage output in proportion to your remaining health (99% HP remaining is a 1% bonus, 75% HP is a 25% bonus, etc.) up to a maximum of 90% additional damage (10% HP remaining).
Level 7
Atlas Fist: Unarmed skill in which the user unleashes a punch of incomparable power. Deals heavy damage and ignores defense ratings. 60-second cooldown.
Icarus Attack: Armed skill in which the user - from high above - comes down upon the opponent, using gravity as a means to enhance the damage even further. The user also takes no falling damage when using this skill. Requires you to be at least 50 feet above the target.
Level 8
Cadet: Enables you to use a gun (two-handed guns only).
Boomerang: Ranged skill in which the user throws one or more of their weapons at the target, where it deals damage before returning to the user (this damage is treated as melee damage). 10-second cooldown per weapon.
Level 9
Herculean: You now possess the physical strength to smash through most - if not all - obstacles in your way. (NOTE: Has no effect on how much damage your attacks deal.)
War Horse: Summon skill that conjures up a War Horse; a very fast-moving mount that is capable of running up walls and over water.
SPECS:
Priest: The most powerful healing spec, the Priest lives purely to make sure others keep living. Using sacred rites, the Priest heals his allies better than any other spec can. Sadly, he's completely ineffective in combat, so solo players never choose this spec.
Witch Doctor: The ideal spec for solo-playing Healers, the Witch Doctor uses voodoo rituals not only to heal his allies, but to harm his enemies too. While he'll never do quite as much damage as a Wizard, he's still pretty fearsome since he has the unique privilige of being able to damage and heal effectively in battle.
Surgeon: The Surgeon casts away his mystical ways and turns to technology to heal and improve his allies. He can fight (granted, not as well as he can heal) and is capable of deploying nanobots to heal his allies in battle as his magic would have previously done. However, the gold in Surgeons is that they're able to grant allies unique "cyborg" buffs that are not only very powerful, but have quite a duration.
PERKS:
Level 4
Resurrection: Magic skill that lets you revive a dead ally after a five-second casting time. Has a ten-minute cooldown.
Wisdom: Cooldown time for spells reduced by 25%
Level 5
Spectral Body: Support skill that turns your body into an arcane mist, rendering you immune to physical damage for ten seconds. You cannot cast magic during this time, and the skill has a ten-minute cooldown.
Heal Pulse: Area-of-effect skill that heals all allies within a twenty-foot radius. One-second cast time, thirty-second cooldown.
Level 6
Esuna: A magic skill that allows you to remove all negative status alignments on a given target. One minute cooldown.
Empower: A support skill that allows you to target yourself or your ally. Their next skill will be twice as effective, cost half as much to use, and cools down twice as fast. Five minute cool down.
Level 7
Regeneration: A passive skill that allows you to heal 5% of your health every minute during battle, and 20% of your health every minute outside of battle. Requires no mana.
Extra Treat: A passive skill which every time you use a Healer Perk you heal 5% of your health.
Level 8
Barrier: A magic skill that at the cost of half the healer's current health, they can create a protective aura around someone for five minutes that halves all types of damage. Cool down of ten minutes.
Reflector: A magic skill that at the cost of half the healer's current health, they can create deflective aura around someone for five minutes that returns half the damage done to the target back to the attacker. Cool down of ten minutes.
Level 9
Guardian Angel: A magic skill that allows a Healer to bless themselves or another player with a Guardian Angel, who has twice the amount of health of the target person. The Guardian Angel will take all damage and negative effects targeting the player who is blessed by the Guardian Angel until it's own health is depleted. One hour cool down.
Savior: A magic skill that allows a healer to bless themselves or another player with a Savior, who will give the player 10% health regeneration per minute. Upon the player's death the Savior instantly resurrected the player blessed with the Savior to their maximum health, but the Savior is dismissed. One hour cool down.
SPECS:
Sorcerer: A Sorcerer is a mighty spellcaster who uses the forces of fire, ice, and lightning to strike his enemies from afar, dealing all the damage he needs to before the enemy can even get close. Choosing this spec locks the use of necromancy and black magic, but enables ice and lightning magics.
Warlock: The Warlock lives to crush the enemy. Using the forces of fire and black magic, he kills his opponent by the use of layers of damage-over-time spells, torturing his foes to death while his conjured demon keeps them out of his face. Restricts the use of necromancy, but enables the ability to summon powerful demons through rituals.
Necromancer: The darkest of magicians, the Necromancer uses black magic to spread plagues, drain the souls of his foes to restore health, and resurrect fallen corpses to do his bidding. Sadly, a Necromancer will fail if he has no minion, since his only other damage output is his plethora of damage-over-time plagues. Enables you to revive a second corpse in addition to the first.
PERKS:
Level 4
Magic Blast: A skill which fires a magical projectile that deals resistance-ignoring damage.
Monodextrous Casting: Enables you to wield a melee weapon in one hand.
Level 5
Blood Pact: Demon and undead minions now have double their usual HP, but your HP is decreased by 25%
Attuned: Cooldown time for spells reduced by 25%
Level 6
Enlightenment: Casting time for spells decreased by 25%
Mirror Image: Magic skill that creates four illusory clones of the caster. Lasts ten seconds, or until the actual Wizard is hit. Five-minute cooldown.
Level 7
Magus Blast: Changes with each spec.
For Sorcerer: Unleashes a burst of condensed mana, dealing a high amount of defense-ignoring magic damage to anything within a 10-foot radius. Instant cast; sixty-second cooldown.
For Warlock: Suck away a fragment of your enemy's "soul", and gain HP equal to the amount of damage you deal. Thirty-second cooldown.
For Necromancer: A damage-over-time spell that continues working until either you or the target dies. Thirty-second cooldown begins when the effect wears off. Cannot stack or apply to more than one target.
Astral Projection: Summon an ethereal copy of yourself and control it for sixty seconds, or until it or you takes damage. The copy cannot cast magic, but moves twice as fast as the Wizard summoning it. Ten-minute cooldown.
Level 8
Supreme Summoner: Summon limit is doubled. Warlocks can now have two demons at once, and Necromancers can have four undead minions.
Grimoire: Grants the Wizard a powerful grimoire, which casts spells just like its owner. Effectively enables you to cast two spells at once.
Level 9
Advanced Form: Changes with each spec.
For Sorcerer: Your body becomes an arcane mist. Physical damage taken is reduced by 25%, and magic damage dealt is increased by 50%.
For Warlock: Your body takes on a new, demonic form. Total HP is doubled, and damage dealt by all summoned demons increases by 50%.
For Necromancer: You become a lich, storing your soul away in a phylactery. Once per day, if you are killed, you resurrect on the spot with full HP. Additionally, damage dealt by summoned undead increases by 25%.
Limitless Knowledge: Enables all Wizard spells, except those unlocked from perks. (NOTE: In the event that you chose the Supreme Summoner perk, summoning one demon will be treated as having summoned two undead, meaning you can have four undead, two demons, or one demon and two undead, but no other combinations of summons. In the event that you chose the Magus Blast perk, you will only have the one relevant to your spec of choice.)
Purple Crown Academy:Purple Crown Academy is a massive school located in the heart of the world, floating on an island in the ocean. This focal point shall be the scenery for a vast majority of the events taking place in the real world. Players will learn regular school materials and go about their day to day lives, but the RP shall lie in the interactions characters make both in the real world and Deep Ground.
Because all of the world’s students attend Crown, it’s therefore not uncommon for players to form after school meetings for their specific guild and further increase their status. The end of their attendance at Purple Crown shall lead to the end of Deep Ground and the verdict of their new future.
It is considered social taboo for people to participate in opposite guild meetings, and it is said that the Black King is the only player to have never disclosed their identity in real life. That is, until the mass message to invite players. And so the search for the elusive Black King begins…
All students within Purple Crown Academy are required to wear the above uniform outside of Deep Ground. You can thank your Co-GM for their design.
The Sweepers are an anonymous "Force" of Defenders of Justice and Vigilante. They have no loyalty to guild nor kings as a whole, meaning that anyone could potentially be targeted by the Sweepers. What makes them different from other nameless hordes is whom they hunt: True Sweepers only hunt down those have have been branded as Outlaws, players who prey on the weak and defenseless. Typically this means low levels under level 5 or so, but just about anyone can be a victim depending on the circumstances. And it's the Sweeper's duty to go out and protect those players as well as punish the Outlaws.
Of course, things aren't always so easy. While their free-roaming nature means that anyone can take up the cause of the Sweepers, it is for that same reason that many people can use the name of the Sweepers for evil purposes. Being a Sweeper is an ideal and not held in any actual code or law, so while anyone can take up the cause of a Sweeper, just about anyone can abuse it. Generally those who do not fill the idealized image of a Sweeper is not truly a Sweeper, and thus you are judged by your actions, not by your words. Hence why the Sweepers never organized.
Than again, the Sweepers as most know them is really just a cover, one that the original creator would at least sometimes play the part of. The creator of the Sweepers is Restu Goroshi, Dark Wraith, though she does not play the role of a leader or even takes responsibility as the propagator. She does, however, serve a role with the Sweeper that has some structure: The Erasers. Whereas Sweepers are just anyone willing to fight for justice, Erasers are less pleasant. Erasers are hackers within the Sweepers who are tasked to assign and find Outlaws, but in and out of the game. Erasers play a dark part of justice who "execute" particularly annoying Outlaws. The Erasers are often in league with one another, but again, they have no leader to answer to and often operate with their own agenda. What makes a person an Eraser is the ability to manipulate the system of Deep Ground, and the interest in condemning players to constant harassment of the Sweepers and the eventual removal from Deep Ground.
Some Sweepers may know of the existence of the Erasers (Such as Donny) and they are often the hitmen Erasers would call upon to eliminate players in real life. Rarely would an Eraser actually dirty their own hands eliminating Outlaws in real life due to the importance of their skills. They will however assist however they can to ensure their Sweepers get the job done.
Avatars:Players are given their in-game avatars immediately upon logging into Deep Ground for the first time. As the process is automatic, avatars are thus based on a player’s inner most personality; a reflection of their hopes, dreams, fears, etc. Furthermore, the avatar name is chosen as well, usually an adjective followed by a noun. Only the colored kings have avatars that are coherent with their colored factions; other players are not restricted by the color status quo.
Leveling up:Each player will gain the chance to level up, and will do so by gaining experience points. Experience points are earned through winning battles, completing missions, or hunting down Dissolutions; enemy NPCs. Once reaching level 3, players are then asked to pick a specialization from three different choices depending on their class, which will grant them unique skills and other bonuses unique not only to that class, but that specific spec. Then, every 1 level, they may choose a perk relevant to their level that grants those further bonuses, again depending on your spec.
Matches are usually death battles with either single or a group of players against an equal amount of enemies. Players are expected to use any method deemed necessary to effectively assassinate the enemy. IC, players will level up after earning victory in three battles, hunting down two Dissolutions, or completing four missions. Before one does level up, please consult either myself or the Co-GM as to whether your evolved spec is appropriate or not. Basically, I’m giving you a lot of freedom and trust here in terms of what skills you can have when leveling up.
Do not make me regret this decision.
1. No Godmodding.
2. Although there is no posting order, I strongly recommend that you wait at least two turns before posting again.
3. All characters are aged between 13-18 years of age.
4.Characters who die within Deep Ground may not be able to access the program until one full day has passed in real time. Have your OC pass the time or build some drama before then.
5. Relationships between characters are strongly encouraged. Makes it more amusing to both me and my Co-GM.
6. Discussion in the OOC is nice, but if there is prolonged heated argument, take it in the PMs. Otherwise, I will solve the problem....quickly.
7. All characters can be of either gender. This includes the Colored Kings.
8. It is your responsibility to keep track of what level your character is. That being said, you may each begin the RP with any level below or at 5. The exception to this are the Colored King characters.
9. Colored Kings are responsible for leading their guild as well as actively communicating with their fellow RPers OOC.
10. I only want those RPers who will post on a regular basis and will not suddenly lose interest or leave without saying anything. I strongly suggest you either inform me or the Co-GM of your leave of absence. If it’s an emergency, then at least tell me it is. I’m understandable.
11. That being said, the only people who can use the six major roles of the colored Kings are those RPers who can at least post three-four coherent paragraphs long and will not ditch their position hastily.
13. All Deep Ground avatars are humanoid in appearance. Please use images for all appearances in your CS.
13. If you have any problems, questions, comments, or concerns, please do not hesitate to either let me or Lucius Cypher know.
14. Have fun. Or I will make you have fun 0)_(0
Appearance (Real Life):
Height:
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Name:
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Personality:
Appearance (Avatar):
Avatar Class:
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Appearance-Real Life:Height: 5'2"
Weight:120 pounds
Hair Color: Black
Eye Color: Amber
Name: Student President Yoshino Tsugumi
Age: 17
History:As the current Black King and one of the few Players to have ever obtained that title in the history of Deep Ground, Moon Rider secluded her Guild, the Ebony Strykers, from the world under the orders of the previous Black King. However, for reasons still not yet known, she went against this traditional doctrine a short time ago and thus opened her Guild’s gates to the players of Deep Ground Online for the very first time.
Outside of the game, Moon Rider the Black King hides in plain sight of Purple Crown Academy as its Student President, Yoshino Tsugumi. She has taken extensive time to conceal her real life identity to the world as well as making sure the Academy runs as smoothly as possible.
Due to her scholarly nature, it became known as fact that Yoshino Tsugumi hated video games, and so openly avoided Deep Ground Online, having never registered and created a Player Avatar. The masses still believe that this is because, as Student President, Yoshino is already destined for some great fate by the World Interface. As such, she takes full advantage of the public’s ignorance and actively masquerade’s as Moon Rider’s representative in the real world.
Only a select few know of her status as the Black King; of those few are Retsu Goroshi, or Dark Wraith, and Michael, the Red King Stuffed Rabbit, as of recent reveal. The previous White King, White Terror, was also one to have known Yoshino’s identity before death silenced her forever.
Racked with guilt and a semi-depression over the White King’s murder for some time, the Black King has since regained her resolve and is ready to lead her war efforts personally after recent events. Her true goals have been revealed fully to the Red King and only partially to Dark Wraith: to destroy the Deep Ground Program and free the world of its influence.
Personality:Outside of Deep Ground Online, Yoshino is a powerful public figure and maintains that image rightly so in the presence of her peers. As Student President, it’s quite obvious that she possess excellent public speaking skills and an ability to run entire operations to their course. As such, she’s often been called crazy for even accepting the job in the first place due to the role’s many responsibilities and duties.
Of course, everyone has their shortcomings. Yoshino suffers from Scopophobia, or the fear of being directly stared at. Sometime after discovering this horrifying set back to her personality, she purchased a pair of black glasses to help herself cope with the social anxiety caused by her irrational fears. Although the glasses have helped significantly, they still fail when she is being stared directly through the eyes, forcing her to avert her gaze. That, and wearing glasses when you don’t need them are probably bad for your health.
In game as Moon Rider, she’s practically no different. Unfortunately, the same can be said for the phobia, but she’s usually too occupied to notice or care at that point.
Years of sealing her Guild away from public view has also made her a little paranoid, and she will always assume the worst outcome when placed in a new situation. Despite her seemingly popular status among Purple Crown’s students, it should be noted that Yoshino has little friends and allies.
Work as Student President and her own paranoia have taken away many chances to actively socialize, and she will often politely decline gatherings and parties hosted by other members of the Student Body Cabinet. But if, by chance, she does form a rare bond with another, then she will do all things in her power to keep said bond and never let it severe.
Appearance-Avatar: Avatar Class: Assassin-Hitman Spec
Avatar Title: Moon Rider-Black King
Avatar Level: 9
Avatar Guild: Ebony Strykers
Avatar Abilities:Lunar Rush: A move that launches Moon Rider forward in a quick flash of light and speed, striking the opponent with a thrust of her blade. Has a 30 second cooldown.
Wicked Weave: A desperation type-move in which Moon Rider exchanges 50% of her current health in exchange for massive speed and strength. In this state, Moon Rider moves fast enough for enemies to witness several copies of her Avatar seemingly materializing from thin air. However, the fact that one well-placed move can interrupt the heightened state, as well as the fact that the ability takes up half of Moon Rider's health of whatever she has at the time, makes this power a risky cost. The ability lasts for 3 minutes and has a 5 minute cooldown period, though will most likely not be used a second time due to its risks.
Ghost Phase: A passive ability that allows the Black King to take on the physical appearance of other players. As an illusionary ability, all aspects of other Player Avatars are copied near-perfectly; voice, height, etc. However, the Black King can not use any of the copied player's abilities, and the effects only last 2 minutes with a 5 minute cooldown. Furthermore, she cannot copy the appearances of enemy NPCs.
Monochrome Dance: A move generally not seen to the public as the Black King herself goes through vigorous trouble to conceal its capabilities. Her only known reasoning for doing so is because it is, in her own words, "too flashy". Only the previous White King, White Terror, has ever seen the move personally. With their murder, so too are the secrets behind Moon Rider's greatest power.
Perks:-Vicious Strikes: Melee damage increased by 20%
-Grim Stride: Support skill that doubles your movement and attack speed. Lasts 10 seconds, with a two-minute cooldown.
-Assassin Stride: Enables you to move about all nimble-like. Like a parkour master...or...y'know...an assassin.
-Shadowstalk: Support skill that renders the user invisible for thirty seconds. Cannot be used in combat, and cannot attack during this time. Five-minute cooldown.
-Swift Slayer: Ground movement speed increased by 50%
-Grim Reaper: Melee skill that instantly kills an enemy. Cannot be used on a target that is already in combat, Dissolutions, or on somebody who sees you. 1-day cooldown.
Other: Claims to see all colors the same, and so does not have a favorite specific. Despite this, it's been noted that she used to be quite fond of the color white. Furthermore, Moon Rider is greatly feared by renegade players and those who openly tamper with Deep Ground Online. This is because, before the opening of the Ebony Strykers to the world, the Black King was widely known as a Hacker Killer, slaying any Hacker Players who dared to enter her territory. This explains Corpse Collector's hatred, and subsequently, fear of the Black Guild's leader.
Windel: Admittedly, I myself like the color red.
Theme:
Now then. To actually prove you sat down and read all this, put your favorite color at the end of your CS. I will not accept a CS if this step is not taken. Happy gaming.