Another non-Pokemon RP from me. This one's a bit more open-structured, so I hope it ends up moving a bit more smoothly than my past RPs. Well, we'll see how it goes.
Introduction:
The Plot:
The World:
Gameplay:
Rules:
Sign-Up Form:
Characters:
Any questions or clarification needed, just ask Renewal!
The Trinity Alliance
Introduction:
Over 150 years ago, the world came to a sudden and cataclysmic end. The cause? The discovery of a global energy field, connected to all sentient beings on the planet: the Anima Field. Overnight, the face of the world was changed, as every single human being in every nation on Earth was granted the power of Anima--the power to manipulate one of twelve elements.
No one questioned the discovery of this power: they were too busy exploiting it for their own personal gain. For nearly a century, the deadly Anima Wars raged. Armies, newly empowered by Anima, razed cities, destroying old enemies in instants, only to be destroyed in turn by their own rivals. Nations fell to pieces, leaving struggling city-states--then those too fell, with scattered pockets of civilization left clinging to survival. And still the Anima Wars raged.
Finally, after a century of pointless war, three individuals decided enough was enough. Those three were the most powerful users of Anima in the world. Sick of the endless war, they united together, and created the Trinity Alliance. Together, they had enough power to quell all opposition. And so they did, reestablishing world peace.
But the world was much changed. All the trappings of society had been obliterated. Continents had been reshaped by the power of the Animata, the users of Anima. And most terrible of all, the oceans themselves had been utterly transformed. Polluted by the raw power of Anima, the oceans became Seas of Negativity, vast impassable voids that tore apart any Animata who dared cross. The habitable world had shrunk to but a single continent.
For fifty years, an uneasy peace has been maintained. The Trinity Alliance remains the most powerful force in the world, though the decades have worn it down. Since the end of the Anima wars, six other elemental alliances have risen. Civilization has slowly rebuilt itself, piecing together the fragments of the old world. Most Animata have hope, as fragile and fleeting as it might be.
But everyone fears that the Anima Wars are merely interrupted--that soon enough, peace will die once more.
No one questioned the discovery of this power: they were too busy exploiting it for their own personal gain. For nearly a century, the deadly Anima Wars raged. Armies, newly empowered by Anima, razed cities, destroying old enemies in instants, only to be destroyed in turn by their own rivals. Nations fell to pieces, leaving struggling city-states--then those too fell, with scattered pockets of civilization left clinging to survival. And still the Anima Wars raged.
Finally, after a century of pointless war, three individuals decided enough was enough. Those three were the most powerful users of Anima in the world. Sick of the endless war, they united together, and created the Trinity Alliance. Together, they had enough power to quell all opposition. And so they did, reestablishing world peace.
But the world was much changed. All the trappings of society had been obliterated. Continents had been reshaped by the power of the Animata, the users of Anima. And most terrible of all, the oceans themselves had been utterly transformed. Polluted by the raw power of Anima, the oceans became Seas of Negativity, vast impassable voids that tore apart any Animata who dared cross. The habitable world had shrunk to but a single continent.
For fifty years, an uneasy peace has been maintained. The Trinity Alliance remains the most powerful force in the world, though the decades have worn it down. Since the end of the Anima wars, six other elemental alliances have risen. Civilization has slowly rebuilt itself, piecing together the fragments of the old world. Most Animata have hope, as fragile and fleeting as it might be.
But everyone fears that the Anima Wars are merely interrupted--that soon enough, peace will die once more.
The Plot:
The Seven Major Alliances have brokered out an uneasy peace. Though each of the Seven acknowledges and allows the existence of the others, an atmosphere of mistrusts persists. For now, the Seven remain separate and inward-focused; global cooperation is not a viable option in their eyes.
Enter the Haven Movement. The Alliance system has endured for forty years, breeding fear and mistrust among the lesser alliances and the many client states formed around them. Though the general populace is simply happy to be alive, leaders around the continent fear the return of the Anima Wars. The Haven Movement seeks to bring an end to the Alliance system, in exchange for an utterly decentralized world order, maintained by a token continental forum. In their eyes, no group of Animata should ever be allowed to gather any appreciable amount of power--conveniently overlooking their own status as such a group.
Of course, Haven is seen as a radical--and so dangerous--organization by the Seven Alliances. Diplomatic relations between the Seven are more strained than ever before, as they watch to ensure that none of the others back Haven and move for the destruction of the rest. Even as the Trinity Alliance works on establishing peace in its lands and rebuilding broke towns, it slowly rebuilds its military power, guarding against both Haven and the rest of the Seven.
Into this world is the graduating class of Trinity thrust. These newly trained Animata are inducted as cadets in the Trinity Alliance. In peace, they’d be just like any other class, simply doing their jobs within Trinity. But with things so tense, and the future so uncertain, much rests on their shoulders. The newest members of Trinity hold the future in their hands--and what they do with it could reshape the world for better or for worse.
And lurking in the background, just waiting to take advantage of a deteriorating situation, an unknown organization prepares to make their move…
Enter the Haven Movement. The Alliance system has endured for forty years, breeding fear and mistrust among the lesser alliances and the many client states formed around them. Though the general populace is simply happy to be alive, leaders around the continent fear the return of the Anima Wars. The Haven Movement seeks to bring an end to the Alliance system, in exchange for an utterly decentralized world order, maintained by a token continental forum. In their eyes, no group of Animata should ever be allowed to gather any appreciable amount of power--conveniently overlooking their own status as such a group.
Of course, Haven is seen as a radical--and so dangerous--organization by the Seven Alliances. Diplomatic relations between the Seven are more strained than ever before, as they watch to ensure that none of the others back Haven and move for the destruction of the rest. Even as the Trinity Alliance works on establishing peace in its lands and rebuilding broke towns, it slowly rebuilds its military power, guarding against both Haven and the rest of the Seven.
Into this world is the graduating class of Trinity thrust. These newly trained Animata are inducted as cadets in the Trinity Alliance. In peace, they’d be just like any other class, simply doing their jobs within Trinity. But with things so tense, and the future so uncertain, much rests on their shoulders. The newest members of Trinity hold the future in their hands--and what they do with it could reshape the world for better or for worse.
And lurking in the background, just waiting to take advantage of a deteriorating situation, an unknown organization prepares to make their move…
The World:
This RP is set on a single, unnamed continent. Torn by a century of war, much of its barren, though the lands around towns and the alliances’ bases are slowly being revitalized. Bounding the shattered continent are the dark Seas of Negativity, shadowy mists that prevent anyone from leaving the continent.
The Anima Field:
The Alliances:
Trinity:
The Anima Field:
The Anima Field is a network of energy found throughout the world. Every person is connected to the Anima Field, and can draw on it for power. When the Anima Field was first discovered, those who were first able to tap into it were dubbed ’Animata.’ Nowadays, every person in the world is an Animata, of differing degrees of power.
The power of the Anima field manifests as the power to control one of twelve elements: Fire, Water, Ice, Earth, Wind, Lightning, Plantlife, Metal, Sound, Illusions, Void, and Chaos. Which element an Animata controls is set at birth: the Anima Field cycles through the elements, roughly aligning with the calendar. However, this alignment is not perfect; the last days of an elemental cycle overlap slightly into the next month.
Thus, an Animata’s birthdate determines their element:
The cycle also progresses unequally; that is, an element grows progressively stronger through its month. Those born in the last few days of the cycle tend to be much stronger than those born earlier. For example, since Ice is typically affiliated with November, those few Animata born in early December, on December 1st, 2nd, or 3rd, are noticeably more powerful than those born in November itself.
Beyond the natural power determined by birthdate, experience is (obviously) a significant factor in the strength of Animata. A Fire Animata born on January 5, with twenty years of practice under his belt, can easily trump a Fire Animata born on February 2 fresh out of school.
There are essentially three factors behind an Animata’s abilities: capacity, power, and control. Capacity is the root of an Animata’s ability: how much energy he or she has available, and how readily he or she can tap into the Anima Field to replenish that energy. Power is simple: how much energy can be packed into any single skill. A fireball twenty feet across is clearly more powerful than one only six inches wide. Power is also the factor most closely tied to birthdate. Control, in contrast, is most closely related to experience; it refers to how much effort is required to use a technique, as well as how efficiently one rations out one’s capacity. An Animata with excellent control can easily spam massive fireballs, while one with poor control may struggle to generate more than one without resting.
The power of the Anima field manifests as the power to control one of twelve elements: Fire, Water, Ice, Earth, Wind, Lightning, Plantlife, Metal, Sound, Illusions, Void, and Chaos. Which element an Animata controls is set at birth: the Anima Field cycles through the elements, roughly aligning with the calendar. However, this alignment is not perfect; the last days of an elemental cycle overlap slightly into the next month.
Thus, an Animata’s birthdate determines their element:
- Fire: January 5 – February 3
- Chaos: February 4 – March 5
- Lightning: March 6 – April 4
- Void: April 5 – May 4
- Wind: May 5 – June 3
- Sound: June 4 – July 5
- Water: July 6 – August 2
- Plantlife: August 3 – September 4
- Earth: September 5 – October 5
- Metal: October 6 – November 3
- Ice: November 4 – December 3
- Illusions: December 4 – January 4
The cycle also progresses unequally; that is, an element grows progressively stronger through its month. Those born in the last few days of the cycle tend to be much stronger than those born earlier. For example, since Ice is typically affiliated with November, those few Animata born in early December, on December 1st, 2nd, or 3rd, are noticeably more powerful than those born in November itself.
Beyond the natural power determined by birthdate, experience is (obviously) a significant factor in the strength of Animata. A Fire Animata born on January 5, with twenty years of practice under his belt, can easily trump a Fire Animata born on February 2 fresh out of school.
There are essentially three factors behind an Animata’s abilities: capacity, power, and control. Capacity is the root of an Animata’s ability: how much energy he or she has available, and how readily he or she can tap into the Anima Field to replenish that energy. Power is simple: how much energy can be packed into any single skill. A fireball twenty feet across is clearly more powerful than one only six inches wide. Power is also the factor most closely tied to birthdate. Control, in contrast, is most closely related to experience; it refers to how much effort is required to use a technique, as well as how efficiently one rations out one’s capacity. An Animata with excellent control can easily spam massive fireballs, while one with poor control may struggle to generate more than one without resting.
The Alliances:
The Alliances are joint civilian-military organizations created at the end of the Anima Wars. With the continent utterly devastated by war, the Alliances are the sole stabilizing factors in the region; without them, it is likely that war would quickly resume, or that civilization would simply degenerate into save barbarism.
The Trinity Alliance was the first of the Seven Major Alliances, and the primary force behind the end of the Anima Wars. Afterwards, rival organizations formed, and a sort of balance was established.
Each of the Seven was founded by the most powerful Animata of a single element, or multiple Animata of different elements; no one else had the clout to form an organization. Trinity remains the most powerful because it is associated with four elements.
Technically speaking, the authority of the Seven is shared equally, with each having continent-wide influence. In practice, their spheres of influence are limited to the region around their central base, though all have lesser bases scattered around the continent.
The Seven (along with their associated elements) are, by date of founding:
Though the Seven maintain a strong elemental tradition in the footsteps of their founders (and the leaders of the Seven tend to be Animata of the alliance’s associated elements), Animata of every element can be found in each of the Seven.
Though the Seven have different elements and ideologies, in practice they are much the same. For most ordinary citizens seeking to join an alliance, it tends to be a matter of location and reputation rather than beliefs--most simply join the alliance with the base closest to home. Trinity’s reputation has earned it much interest, with many from all over the continent choosing to join it rather than the local alliance because of its famed power.
The Trinity Alliance was the first of the Seven Major Alliances, and the primary force behind the end of the Anima Wars. Afterwards, rival organizations formed, and a sort of balance was established.
Each of the Seven was founded by the most powerful Animata of a single element, or multiple Animata of different elements; no one else had the clout to form an organization. Trinity remains the most powerful because it is associated with four elements.
Technically speaking, the authority of the Seven is shared equally, with each having continent-wide influence. In practice, their spheres of influence are limited to the region around their central base, though all have lesser bases scattered around the continent.
The Seven (along with their associated elements) are, by date of founding:
- Trinity: associated with Fire, Ice, Lightning, and Plantlife. Central base located in the west of the continent.
- Purity: associated with Water. Formed in response to the outbreak of the Zero Plague and the perceived failure of Trinity to respond adequately. Central base located in the mid-west of the continent.
- New Dawn: associated with Earth and Illusions. Formed in the aftermath of the Zero Plague, out of increased mistrust toward Trinity. Central base located in the southeast of the continent.
- Serenity: associated with Sound. Formed by defectors from New Dawn, who preferred isolation over competition. Central base located in the far east of the continent.
- Guardian: associated with Metal and Chaos. Formed in response to the Eterna Crisis. Central base located in the northwest of the continent.
- Central: associated with Void. Formed in the aftermath of the Eterna Crisis, to broker a new peace between the rival alliances. Central base located in the center of the continent.
- Polaris: associated with Sound. Formed three years after the Eterna Crisis, by defectors from Guardian, who preferred more diplomatic over violent opposition. Central base located in the far north of the continent.
Though the Seven maintain a strong elemental tradition in the footsteps of their founders (and the leaders of the Seven tend to be Animata of the alliance’s associated elements), Animata of every element can be found in each of the Seven.
Though the Seven have different elements and ideologies, in practice they are much the same. For most ordinary citizens seeking to join an alliance, it tends to be a matter of location and reputation rather than beliefs--most simply join the alliance with the base closest to home. Trinity’s reputation has earned it much interest, with many from all over the continent choosing to join it rather than the local alliance because of its famed power.
Trinity:
Obviously, this RP centers around the eponymous Trinity Alliance; all players will start off as members of Trinity, carrying out day to day life within the alliance.
Formally, Trinity splits its functions and missions among four divisions. Division I is command and internal affairs, overseeing the smooth running of the alliance. Division II is public affairs and military operations, and is the bulk of the organization. Division III is science and technology, focused on rebuilding the shattered infrastructure of the world as well as maintaining Trinity’s military superiority. Lastly, Division IV is training and education, focused on teaching Animata how to control their powers, providing citizens a basic education, and bringing new recruits up to Trinity standards. Your characters start as recent graduates of Division IV and newly-inducted members of Division II.
Each division is overseen by a Division Commander. While Divisions I, II, and IV have a more civilian feel and a looser hierarchy, Division II is fairly militaristic and features a strict ranking system.
The ranks in Division II are, in descending order:
The division is divided into three platoons, which are composed of many individual squadrons. Sergeants coordinate the squadrons for the Platoon Commander. Individual squads are led by squad captains. Lastly, elite, commando, trooper, and cadet denote an individual soldier’s skill and ability, with promotions handed out for exceptional behavior in battle. The players will begin as cadets in a single squad, and work themselves up to elites as they carry out missions for the Trinity Alliance.
NOTE: There are six members of the squad, as well as a captain. All players will begin in the same squad, with captaincy first come, first served. If enough players sign up, another squad will be formed, with another seven slots opened up.
In addition to the military rankings, Trinity manages a power-rating system of all its members, to determine the individual strength of each Animata. Periodically, Trinity will simply host a practical exam in the form of a special mission to determine the strength of a squadron’s members.
Power ratings are, in descending order:
Power ratings are gauged exponentially, not linearly. Each rank is roughly twice as powerful as the rank below; thus, an SS-rank is over 100 times as powerful as an E-rank. Of course, this is a rough estimate, and should be treated with caution.
Power ratings are denoted at the end of an Animata’s ranking (for example, Captain, AA-rank). All cadets are marked at E-rank upon graduation from Division IV; their third or fourth mission is typically their special rating mission.
Formally, Trinity splits its functions and missions among four divisions. Division I is command and internal affairs, overseeing the smooth running of the alliance. Division II is public affairs and military operations, and is the bulk of the organization. Division III is science and technology, focused on rebuilding the shattered infrastructure of the world as well as maintaining Trinity’s military superiority. Lastly, Division IV is training and education, focused on teaching Animata how to control their powers, providing citizens a basic education, and bringing new recruits up to Trinity standards. Your characters start as recent graduates of Division IV and newly-inducted members of Division II.
Each division is overseen by a Division Commander. While Divisions I, II, and IV have a more civilian feel and a looser hierarchy, Division II is fairly militaristic and features a strict ranking system.
The ranks in Division II are, in descending order:
- Division Commander
- Platoon Commander
- Sergeant
- Captain
- Elite
- Commando
- Trooper
- Cadet
The division is divided into three platoons, which are composed of many individual squadrons. Sergeants coordinate the squadrons for the Platoon Commander. Individual squads are led by squad captains. Lastly, elite, commando, trooper, and cadet denote an individual soldier’s skill and ability, with promotions handed out for exceptional behavior in battle. The players will begin as cadets in a single squad, and work themselves up to elites as they carry out missions for the Trinity Alliance.
NOTE: There are six members of the squad, as well as a captain. All players will begin in the same squad, with captaincy first come, first served. If enough players sign up, another squad will be formed, with another seven slots opened up.
In addition to the military rankings, Trinity manages a power-rating system of all its members, to determine the individual strength of each Animata. Periodically, Trinity will simply host a practical exam in the form of a special mission to determine the strength of a squadron’s members.
Power ratings are, in descending order:
- SS
- S
- AA
- A
- B
- C
- D
- E
Power ratings are gauged exponentially, not linearly. Each rank is roughly twice as powerful as the rank below; thus, an SS-rank is over 100 times as powerful as an E-rank. Of course, this is a rough estimate, and should be treated with caution.
Power ratings are denoted at the end of an Animata’s ranking (for example, Captain, AA-rank). All cadets are marked at E-rank upon graduation from Division IV; their third or fourth mission is typically their special rating mission.
Gameplay:
Gameplay in this RP is mission-centric. Essentially, your squadron will be deployed all over the world by Trinity on various missions. Along the way, your characters will grow stronger, learning to better use and master their powers. And over the course of the missions, you’ll slowly discover the nature of your enemy and the threat facing the Trinity Alliance.
As Animata, your characters have full control over their element. However, when RPing, please keep in mind your character’s capacity, power, and control. You start off as cadets, rookies within the alliance. While you’re still immensely powerful--elemental control is a lot of power, no matter the power level--so is everyone else in the setting.
As Animata, your characters have full control over their element. However, when RPing, please keep in mind your character’s capacity, power, and control. You start off as cadets, rookies within the alliance. While you’re still immensely powerful--elemental control is a lot of power, no matter the power level--so is everyone else in the setting.
Rules:
- Follow all BMGf rules. This includes the obvious ones: be respectful, no spamming, etc.
- Be descriptive. Short posts make for a boring RP. Aim for at least three sentences, maybe even a paragraph.
- Keep OOC to a minimum. Any major discussion should be here, in the sign-up thread. Any OOC in the start-up should be game-oriented.
- No god-modding. Defeating everything effortlessly and solving every problem instantly makes for a very boring RP.
- Don’t control other players’ characters. This is simply proper procedure in any RP.
- Listen to the GM. I’m here to keep gameplay going and ensure things don’t go out of control.
- Read the rules and background information. They’re here for a reason. Reading the entire first post makes gameplay much smoother.
Sign-Up Form:
Name:
Gender:
Age: 14-22
Birthdate: Remember, this determines your character’s element. Check above in The World to see the chart of birthdates and elements.
Power Level: Give your character’s capacity, power, and control. Keep in mind your character’s birthdate for power, as well as their relative experience for control. Please be sensible. Don’t go overboard; power isn’t everything, after all. NOTE: You cannot exceed C-rank as a cadet.
Appearance: Detailed, but don’t go overboard. Images are fine.
Personality: Give as much detail as possible. This is half the core of your character after all.
Background: Again, give as much detail as possible. This is the other half of the core of your character.
RP Sample: A sample of your regular RPing.
Other: Anything else?
Gender:
Age: 14-22
Birthdate: Remember, this determines your character’s element. Check above in The World to see the chart of birthdates and elements.
Power Level: Give your character’s capacity, power, and control. Keep in mind your character’s birthdate for power, as well as their relative experience for control. Please be sensible. Don’t go overboard; power isn’t everything, after all. NOTE: You cannot exceed C-rank as a cadet.
Appearance: Detailed, but don’t go overboard. Images are fine.
Personality: Give as much detail as possible. This is half the core of your character after all.
Background: Again, give as much detail as possible. This is the other half of the core of your character.
RP Sample: A sample of your regular RPing.
Other: Anything else?
Characters:
NPCs: Various characters controlled by the GM that facilitate or advance the plot. New ones may be added as the RP progresses.
Player Characters: the main cast and the stars of the story--you.
- Siegfried Catenon – Supreme Commander of the Trinity Alliance – Fire Animata, S-rank
- Han Graemal – Chairman of the Trinity Board of Directors – Illusion Animata, AA-rank
- Reill Inalis – Division II Commander – Lightning Animata, AA-rank
Player Characters: the main cast and the stars of the story--you.
- Lucas Inalis - @Renewal
Ice Animata, born December 1st
Squadron Theta, Cadet E-rank
Rough Power Level: C-rank
- Alistair Tigure - @Hadesiro
Chaos Animata, born March 5th
Squadron Theta, Cadet E-rank
Rough Power Level: C-rank
- Eliot Nadel - @Mouthful of Pi
Plantlife Animata, born August 21st
Captain of Squadron Theta, Cadet E-rank
Rough Power Level: D-rank
- Kaya Rion - @Akinai
Wind Animata, born June 1st
Squadron Theta, Cadet E-rank
Rough Power Level: D-rank
- Christina (Kris) Walker - @Mudpaw
Fire Animata, born January 21st
Squadron Theta, Cadet E-rank
Rough Power Level: D-rank
Any questions or clarification needed, just ask Renewal!
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