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Old November 6th, 2016 (4:17 AM). Edited 3 Weeks Ago by Ray Maverick.
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Ray Maverick Ray Maverick is offline
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Join Date: Feb 2009
Age: 22
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[Take Off]


Foreword

For the past year since I'm writing this I've busied myself with more personal projects than RPing, along with a bit of soul searching. I had the desire to do something productive with my time, such as writing my very own short stories and possibly books, and so for a year I kept away from the project that has evolved to be the RP you see before you. Times, however, have changed for me. Life gets in the way, and it's become so that I can't wholly focus on my personal projects anymore due to my occupation. I missed RPing and its simple, fun nature. There's nothing quite like writing a story with other people, as long as they walk the same yellow brick road as you. What you write resonates with them. There's always an echo from their part. A voice. I return with this RP to enjoy those people's voice, and to make sure they enjoy mine.


Introduction to the Open Blue

For centuries, the Known World has been ruled by a single government body called the Order of the Thousand Arms; religious in nature, they have united most if not all nations under the banner of the One Faith to Arceus, in the name of peace and safety. A highly corrupt and authoritarian regime, its limbs have reached far into each nation that is rooted in the One Faith, and after hundreds of years the indirect control they have instilled is subtle, but absolute, and terrifying to those who get to witness it. Their primary and most prominent tool for attending to all their international affairs is the ANF, which stands for Avian Naval Force, a military air force with the mission to protect and serve. The common citizens of the nations which the Government encompasses believe that the ANF is the supreme force of all that is good, righteous and noble, as it serves to protect them all from criminals, and generally agree that the members of the Order of the Thousand Arms are their saviors.

So, who stands against them? Air pirates. The label has been broadened by the government-owned media to include not only criminal pirates, but rebels as well. All those who disagree with the ways of the Government are to be hunted down viciously and be killed or put in jail. To be an air pirate does not necessarily require you to be violent and break the law. The pirate has evolved from a simple criminal to a symbol of freedom and revolution against a totalitarian regime that is deeply rooted into the Known World. Those who live on the deck of an airship, outside the Government's law, are either vultures, or abide by another set of laws: the laws of the Pirate Alliance, the union under which all anarchists and revolutionaries make their stand. Their overall, unlikely goal is the destruction of the Government.


Storytime: the Elusive Pirate Solo

On a summer morning, in the icy region of Tundara, the floating fortress that was the Marine Headquarters was quiet. No major unrest had been reported; just the usual Pirate Alliance trouble in Carajol Sea. Everything was under control. The Pelipper had brought them a questionable letter, though. A letter from somebody, or a nobody, rather, because no one really knew who he was, calling himself Solo. This letter, he wrote, is the herald of my coming. Lay down your defenses and prepare to be taken over. The admirals thought of him as just a madman and turned their attention to other matters. The next day, however, there were reports of strange weather behavior in Carajol Sea; threatening clouds had encompassed a large part of the region for hours, raining so heavily and fiercely that four ANF airships were brought down and sank into the ocean. Such rainfall had never been observed before in the chronicles of the ANF. A few hours later, the ANF HQ received another letter from Solo, who claimed that the storm was merely a test of the newfound strength that the Red Orb, the legendary Artifact said to be tied with Kyogre, had granted him.

Chaos reigned in the HQ.

The Red Orb of Kyogre only existed in tales and children's stories. Yet the evidence was still pointing to its existence, as the unrelenting storm raged over Carajol, with the dark rain-clouds heaving and expanding in the region. In that second letter, Solo claimed that his goal was to conquer the ANF HQ, and subsequently the entire world, destroy the Pirate Alliance and bend the Government to his will. The Admirals had no choice but to admit he was a threat. For the first time in the history of the ANF, someone who had never even been seen was made Public Enemy #1, a spot usually reserved for the deadliest, most savage and most dangerous (especially for the Government) pirate. Fliers with what he supposedly looked like based on his handwriting were given out, and reporters from newspapers flocked over the gates of the HQ to get the public statements from the Admirals and their staff. At normal circumstances, the marines would have dismissed the media, but this time they were commanded by the Order of the Thousand Arms to give the Solo situation specific attention and coverage. As with every Public Enemy, a bounty was placed on Solo's head: a staggering 789.000.000 golden berries for his death, and 150.000.000 for information that would lead to his arrest or death. Supreme Admiral Azimuth Kurt mobilized all ANF forces en masse, and the massive reward on Solo's head sent a wave of bounty hunters after him. Furthermore, there was talk of the Admirals pleading with the Pirate Alliance to get them to start searching, since Solo threatened them as well in his letter.

And so, a manhunt of the likes the world had never seen before began all across the Known World.


The Known World: the Official Map & More

World Map

Spoiler:
The Known World

*note: Although this is the Known World Map released officially by the ANF, the size and position of certain regions are effectively skewed to fit in the map and be visible, or otherwise distorted for the best interests of the Government. An example of skewed size is Carajol islands, which have been increased in size in order to be seen next to the supermassive continent of Antara, whose real size would normally make them look like spots.


"The world is huge, with all kinds of places to see and new kinds of people to meet. I just wish I had enough time to explore all of it - from its four corners, to its very core!" - the Frivolous Explorer

The Known World is quite different from our own in a number of ways. The weather isn't the same, for one. You may think that flying across the sky is easy, but in the world of Open Blue, it gets hectic. There are a number of weather patterns, such as Skyways, Far Across Zones, Cloudstream, Dark Nebulas and Vapor Locks, that make the presence of a Sky Master in every crew a necessity. But while the sky is more interesting than it looks, what's on the ground hides surprises as well. Most of the Known World is still largely unexplored, sometimes with good reason. But air pirates dare to go where they please!

The Known World consists of four discovered continents: Sonara, Antara, Tundara and Exathor. The seas of Carajol and Osenia in between them have numerous archipelagos and islands inhabited either by civilized Pokemon or wild tribes. The Pokemon that live in each region are of diverse cultures and many nationalities, but they are almost all unified by the One Faith, the religion of Arceus. The leaders of the One Faith, the Thousand Arms, are the creators of the Government, a political entity whose purpose is to protect all nations which have the One Faith as their official, main religion, through the use of international armies like the ANF (Avian Naval Force); the Government effectively rules the entire Known World, indirectly even countries that stubbornly refuse to acknowledge it or the One Faith. The only exception to the rule is the Pirate Alliance, informally a nation where anarchy runs rampant, based in Carajol.

The northernmost people of the Known World can go is the icy channel of the Frozen Breach. Airships malfunction in the chilling winds of Pagos due to the interaction of Phlogistron, the airship fuel, and the cold atmosphere. The Frivolous Explorer, world renowned for his important discoveries, also father to Captain Jonathan Sawyer, left to challenge the Frozen Breach with the ultimate goal of finding the planet's north pole, but has never returned.

The west borders of the Known World are tormented by the Green Skyline, a weather phenomenon unlike any other that tears apart airships and Pokemon that try to cross it with extremely harsh winds and waves that rose from the sea like geysers. Because of its nature, the sea that sports the Green Skyline has been named the Devouring Sea, as there hasn't yet officially been found a way to cross it, and all who try to do so are doomed. I say officially, because one more familiar with the universe may think of Exathor, the sky island who floated right above the Devouring Sea for thousands of years with no problems. Well, as it happens that's not a commonly known fact in the Known World.

South of the southernmost island of Carajol, there's nothing but sea and sky. That area is called the Long Blue, and it spans a good many thousand miles. The Thousand Arms have sent numerous missions to cross the Long Blue and find out what is on the other side; some of them returned, having found no end to the Long Blue and others never returned. The only mission that was successful was that of the Frivolous Explorer's, who managed to cross the Long Blue and come back. What he found was a super-massive continent that he named Orthros, but he and his mission did not delve deeper into its mainland. The journey was too perilous and costly to be made again.

List of Nations (*incomplete and up to the creativity of players)
Sonara:
Duchy of Aerdom, Kingdom of Mydraeron, Liverte Republic, Mercenary Grounds (Middlelands)
Antara: Empire of Megistea, SPT (Senate & People of Tyrantria)
Tundara: Theocracy of Skea, The Court of the Skies
Carajol Sea: (West) Government of the Known World, (East) Pirate Alliance
Osenia: Republic of Okimari, Poli Poli Queendom



Sonara
Spoiler:



"Sonara, the core of modern-day industrialism, and the homeland of the biggest war machines ever known to Pokemon, figuratively and literally speaking. Sprinkled with culture, chivalry and false ideals of freedom, of course."

Sonara is a continent to the far west of the world, with the Devouring Sea on its western shorelines. It extends for 4500 miles and is the second most populated continent and the most advanced in matters of technology; it is the place which resembles our world's western societies, but with a bit of a futuristic dressing that comes with airships and other such wonders of technology and magic.

Sonara, in particular Ancient Atlandea, is the birthplace of modern world culture. It plays a dominant role in the Known World affairs, especially after the start of its colonialism campaign. Sonarean nations controlled at various times Coastal Antara, the most of western Osenia, and the overwhelming majority of Carajol Sea. The arrival of the sky island Exathor, set off the Industrial Revolution in Sonara, with the city of Aerdom as its center, which in turn gave rise to radical social, economic and cultural change.

Geography

Southern Sonara consists of the Dutchy of Aerdom. In northern Sonara, the infamous Dragonlords have made their homeland and called it the Kingdom of Myrdraeron, ruled by the Iron Colossus. In between of these two great countries lie the independent city-states, usually locked in war between mercenary armies.

Although Sonara is divided into diverse regions and countries, they're all unified by the One Faith. Since the conception of the political entity called the Government, 700 years ago, all Sonarean nations have conformed to the religion of Arceus and have agreed to be protected by the Government. This continent is where the Government has the most influence.


(#1) Aerdom

Overall: Aerdom is the leading force of technology in the Known World and with its active, highly advanced military and city defenses, it is considered one of the Great Powers of the Known World. A huge, heavily industrialized city, being one of the first cities to improve transportation through the use of solid roads, canals and railways. In the parts of the city where the working class citizen lives, the houses are stacked on top of each other and cluttered, and in contrast, the houses in the richer neighborhoods have larger gardens, with the richest of the richest boasting gardens that are several miles long. It has become so that in Aerdom, the larger your house's garden is, the more prestige you have by default.
History: The first house of Aerdom was built by a brave miner who sought to explore the caves below the ground that would turn into the fuel mines that have turned out to be today. Besides useful metals, the phlogistron (fuel for airships) found down there helped Aerdom grow thanks to the prominent use of airships in the recent years. The arrival of the sky island Exathor and their brand of airships brought about the industrial revolution in Aerdom.
Government: Aerdom is governed by a Duke and his council; they're capricious and employing harsh practices in their ruling. They are not particularly well loved by the majority of the citizens.

(#2) Kingdom of Myrdraeron

Overall: Myrdraeron is built on the face of a volcano, upon foundations and pillars made of tristanite, an ultra hard metal that can only be molded in dragonfire or volcanic lava. Dragon-type Pokemon are an elite, protected class in the Kingdom, and are seen as betters. A few centuries ago, it was only dragons that populated the Kingdom, and they had survived and thrived on the harsh Sonarean political scene by developing the best military tactics and martial arts. Today, as they have let more types join their ranks, and as their technology has progressed to the point where their weaponry is superior to their martial arts, the dragon-types have grown lax, and their class is going through a crisis. True, valorous dragons like the ones of old are very rare.
History: Founded thousands of years ago by the first Dragonlords after their flight from Antara, specifically Megistea. This bit of history isn't taught in schools in Myrdraeron, and you'd best not tell any dragon-type from there, but the Empire of Megistea hunted dragons in Antara for sport, thus forcing them to flee. The first Dragonlords weren't as brave as is commonly believed.
Government: The Kingdom is ruled by the Iron Circle, which took its name from the tristanite armor the dragon class likes to wear. The most important figure of the circle is the Iron Colossus who acts as their king.

(#3) Liverte City

Overall: Liverte is a city state built on an island with no defenses or military; its strength stems from trade an industrialism of a similar kind to Aerdom's. The worker class lives in a pitiful state in Liverte, as the imbalance between poor and rich is great. City order is maintained mostly with their lazy police, and when larger problems occur such as pirate threats, the ANF steps in to protect the city. Thick smog has been creeping on the city for several years now; that and other things have made Liverte the least clean city of Sonara.
History: A hundred years ago, the island where Liverte was built on was struck by a tidal wave coming from Carajol Sea. The city was demolished and many people lost their lives. But those who were left sought to re-build their city on top of the old one. Over the years, constructions rose above the original level of the half-destroyed and abandoned buildings. That area became known as Old Liverte, and was buried completely underneath the new city. All entrances had been sealed for many decades; the younger citizens of New Liverte do not know, and the unlettered ones have forgotten that the post-tidal wave ruins served as the foundation for the ground they are standing upon and the houses they live in.
Government: The city is Trade Prince Ignacio's domain, a shady tycoon who often deals with pirates and thugs and commands as much of the underground market as the lawful one. He is corrupt to boot and the common people of Liverte hate him and spit in his name.

(#4)
Centura Castle

Centura Castle is extremely highly guarded: the common citizen is kept miles outside of its grounds by ANF elite troop patrols, and devices are used for the camouflaging of the castle. Very little people have actually seen it, and no one may go inside but the members of the Court of the Skies and their guests, usually World Leaders visiting in secret. That has resulted in a lot of conspiracies as to what occurs during those meetings. Whatever happens in Centura, the amount of security around the castle indicates to it being very important.

(#5)
The Meadow



(#6)
Stormfort

One of the strongest fortifications of the ANF in the Known World. Ever since the Stormfort was built, air pirates have retreated from the mainland of Sonara because of the record response time the Marines of the Stormfort have to disturbances across their region.

(#7)
Middlelands

Overall: Peaceful looking lands, but that's not the case at all. The Middlelands are home to several Mercenary armies that are in a constant state of war with one another, namely the Company of Fire, the Company of Steel, the Company of Water and the Company of Dragons. Alliances are made and broken overnight, and vendettas crumble with just a bit of gold in the way. The members of the companies sometimes demand gold straight from the people they've been hired to protect, when their ruler has run out. The citizens have to rely on the rich amounts of resources the lands can offer them, and often that becomes difficult when crops are burned after another feud between the companies.
History: The Dragonlords of Myrdraeron used to rule the Middlelands, but they've been outed by the four leaders that led a people's revolution to their oppressive regime. Afterwards, because every four of the three leaders had different ideas for how the Middlelands should be ruled, they became rivals and went their own way with their fourth of the army. That was how the four mercenary companies of today were founded: one of the leaders was hired by nobility to establish the noble's rule across the land, and the other leaders, as masters of the most powerful armies in the land at the time, were also hired by opposing nobles. From that point, the land has been in a constant state of turmoil.
Government:
A number of petty sovereign rulers constantly hire amd fire the four armies to do battle in a territory with ever-changing borders, resulting in people outside that territory just calling it "Mercenary Grounds"

(#8) Floodplains





Antara

Spoiler:


"A tangle of cultures spans across the gargantuan extent of Antara, and yet there isn't a single one of them that is friendly, not to mention some regions are still in their primeval state. Not recommended for tourism." - The Tourist's Guide from the Department of Tourism

East of Sonara, there is the much larger Antara, which spans for more than 6000 miles. Due to its size, it is not densely populated by civilization, and due to the inferior distribution of natural resources, sciences have not advanced as much as the art of war has.

Geography

Unlike Sonara, Antara is not wholly unified; in its core, it is governed by the biggest and most ancient Empire in the Known World, Megistea, which is still struggling after thousands of years to take the whole of the continent from the hands of lesser civilizations which have made their homes there. Megistea was the most fearsome enemy of the Government until recently, when a treaty was agreed that the Empire should allow the One Faith into its borders and make it its one and only religion, and thus the creeping arms of subtle control have snuck under Megistea.

(#1) Tyrantria, City of Bones

Overall: Tyrantria, the City of Bones, has gotten its name from mainly the skeleton left behind by a gargantuan Pokemon from the primeval times, that now serves as a stadium for great games and plays, but secondly for the amount of bones that can be found buried in the area. Oriented around knowledge and the keeping of history, there's great universities and libraries in the city. In the past few years, the city has had a series of strikes of bad luck. Disasters like famine due to the destruction of crops, sickness and the frequent earthquakes of the region have crippled the city-state, sending poverty in an all time high. Many believe that the bad luck is punishment from Arceus.
History: Tyrantria is one of the oldest surviving cities, and widely accepted as a part of the Ancient World. Historians explain the discoveries of the bones by claiming that the grounds where the current day Tyrantria is served as Jurago Jungle's graveyard in the Ancient World and also as a field for numerous battles due to its strategic location.The city has been under siege by the Megistean Empire several times through history; the one time Megistea succeeded in its siege, even though their rule was overthrown by the surviving former ruler of Tyrantria, the great national library burned and most of the city was destroyed, along with its history.
Government: Officially entitled the SPT (Senate & People of Tyrantria), the city is supposed to be rightfully ruled by a senate. However, it's commonly said that the senate bends to only one individual, namely Lord Aristos, a brilliant man, equally loved and hated by people, who has started to rule more like a king rather than a senator.

(#2) Temple of the Earth, Jurago Jungle

The Temple of the Earth is a temple-monastery hidden near the heart of Jurago Jungle by a set of mountains that surround it. It is a sacred place without war for all Pokemon of Jurago without exception; the pools of steaming water that emerge in its grounds are said to have healing and life-giving abilities, and it's said commonly that it's thanks to the nourishment of the water brought forth from the Temple of the Earth that the Jurago Jungle flourished. The sick of Jurago go there to be cured of their illness.

The monastery is run by an ancient monk who instructs initiate monks in attaining a secret spiritual power through intense meditation. As part of their training, initiates must go through the challenge of the underground cave network. If they arise from the caves having beaten their tests, they will be granted knowledge of all the secrets of the temple, and have mastered the technique that is being taught there.

(#3) Atal'hakir

Atal'hakir is a settlement that is purely inhabited by bug-type Pokemon who are natives to Jurago for eons. Largely unaffected by Tyrantria's technological progress, their society remains primitive. They are very territorial and warlike and want to expand upon the whole of Jurago. Their primary enemies are the Bog Lords, poison-types that live in the swamps, and the Stone Ancients, rock-types that live in the more mountainous areas of the jungle. The people of Atal'hakir have the utmost respect for the sacredness of the Temple of the Earth.

(#4)
Heartless Land

The Heartless Land took its name from the unfavorable conditions the land has there to support life and civilization. Pokemon are scarcely seen there; it is effectively an extent of deserted land, making journey across it dangerous.

(#5)
Heart of Decay


(#6)
Flatlands



(#7)
Megistea

Overall: Megistea is a land inhabited by Pokemon that belong in the Human-like Egg Group. Any Pokemon who isn't within that egg group can only be a slave (with a few amazing exceptions) or hunted for prey. It is one of the largest Empires of the Known World and while not particularly technologically advanced, their war techniques are sufficiently developed for them to be considered a powerful nation in the world's affairs, despite being very isolationist in nature. While staunchly denying the One Faith that was pushed to them by the Thousand Arms for many centuries, it was only until recently that their Emperor declared the One Faith to be their fundamental belief, and their old religion was banned. Megisteans are world renowned for their warrior's spirit, and the Steam Blade, the weapon used by the warrior class in their empire, is world famous for its advanced design and deadly mechanics.
History:
Megistea was one of the Ancient World's Superpowers, and they had their sights set on conquering the whole of Antara, a quest that has failed multiple times. During recent centuries, they have been trying to resolve internal conflicts of ascension; many are currently trying to bring back their old religion and deny the One Faith.
Government: Megistea is ruled by an Emperor titled the Son of Heaven, although some of the warlords and ladies within his empire are able to command greater influence than even him.


(#8) The Robo Shack


Just a random shack in the desert. Nothing to see here!



Tundara

Spoiler:

In the very north, the sea of icebergs is the least populated of the continents by far and it is rumored by explorers to be only a fraction of the North Pole of the planet. Its end is way beyond the borders of the Known World, as no Pokemon has ever been able to reach past the ice, not even the fliers. The harsh weather conditions do not allow for airships to function reliably.

Tundara is considered the birthplace of the Order of the Thousand Arms, hundreds of years ago. Many of the Government's facilities like the ANF HQ, Research Facilities, Colleges for any kind of Government position are located in the south sea of Tundara.


Geography

The frozen continent to the north of Tundara is called Pagos, and is generally considered impossible to cross, due to the harsh conditions and ferocious and territorial ice-type tribes that live there. There seems to be, however, a pathway to the mainland. Explorers have been obsessed with it for a few decades; it has been named the Frozen Breach, and is currently considered the most dangerous journey one can undertake, as those who tried to cross the Breach were forever lost in the snows, never to return.

(#1) Marion's Steckie

Marion's Steckie is some of the last depots for explorers that are headed for the Frozen Breach. It started out as a gas station by Marion, an allegedly half-mad 'mon who liked to invent his own words, and evolved into a town that offers travellers food, warm beds and Phlogistron to continue their journey.

(#2) Tundarean Polytechnic, the Academy of War

The Academy of War is divided into nine academic schools, seven being for the engineering disciplines including architecture and shipbuilding, one for applied sciences such as mathematics and physics, and one for medical science. It was founded by the Thousand Arms and those that graduate are guaranteed a job in the Government (and only in the Government). Its ultimate goal as an institution is to create individuals that are the most useful for the Government.

(#3) The Frozen Breach

The Frozen Breach is an area at the tip of the icy continent of Pagos that resembles a crack, and a way further into the
continent by way of water. The Breach has been romanticized by explorers who dream of challenging it and finding the North Pole beyond it, but those who do, never come back. The Breach is riddled with ships that tried to cross it by water and got smashed into icebergs; the sight is daunting, and it has prompted ambitious and foolish (or smart) explorers to turn back at the last minute. Once, at a narrow point in the Frozen Breach, a ship crashed, and a mission had to be sent just for demolishing it for other missions to pass.

(#4)
Pagos

Pagos is a vast, empty region with the harshest cold in the Known World; airships cannot operate properly in the air of Pagos due to the temperature's interaction with the fuel Flogistron. Apart from the extreme weather conditions in the region, there are also ferocious ice-type tribes that are fanatically territorial. Originally peaceful Pokemon, the tribes became bent on destroying any outsiders after the first generation of explorers from the Known World to set foot in Pagos betrayed them. Somewhere in an undocumented location in Pagos called Aisendale, the sky continent Exathor gently floats amidst the snows.

(#5)
Otawa

Otawa was the home of the world renowned Frivolous Explorer; primarily consisting of fishermen, it has recently evolved into a small trading center in Tundara and has seen a bit of development as a town.

(#6)
Hoff Isle
Hoff Isle is the literal last stop for all explorers to rest before heading to the Frozen Breach. It is a happy town, despite always being covered in snow.

(#7) Court of the Skies


The Court of the Skies is a separate nation, an isolated territory built on sky islands that are highly guarded by the ANF. It is the home of the Thousand Arms, and the place from where they rule. No common citizen is allowed in its grounds; it is said that some of the world's greatest treasures that have been stolen by the Government exist within the Court of the Skies.

(#8) A.N.F. Headquarters


The ANF Headquarters is an impenetrable fortress that has been built upon a set of sky islands in Tundara; the Marines monitor the Known World through there. Next to the Court of Skies, it's said to be the second most guarded structure of the Known World.



Carajol Sea

Spoiler:

"Carajol is the good pirate's home." - Captain Adrian

The southern Sonarean and Antarean shores encompass an ocean called Carajol, with a kind of people who take after the western cultured progression. Its many archipelagos are exclusively inhabited by civilized Pokemon who have formed countries amidst the islands. But most importantly, Carajol Sea has been made the home of the Sky Pirates who have conquered a large part of it and have taken over an island that servers as the base of the Pirate Alliance.


Geography

Carajol Sea is divided into two parts: the east and west. The west is controlled by the Government, and the east by the Pirate Alliance. As such, the region is often tormented by turmoil over territory.


(#1) Antigua

Antigua is the last discovered island of the Known World before the Long Blue in the south. The Blue Band crew has made his hideout here.

(#2) Modistra

Modistra is officially under Government control, however its Governors tend to be corrupt, and lately it has been the home of Captain Adrian and his crew, the Head Crushers, effectively forcing the island under Pirate Alliance control. Captain Jonathan has lived most of his life in the island, which has also served as a home for his father, the Frivolous Explorer.

(#3) Nautactus, Pirate Haven

Overview: Nautactus, the Pirate Haven can be considered the capital of the Pirate Alliance, and it is where the percentage of pirates is the highest compared to the normal citizens that live there. The normal citizens are considered pirate accomplices by the Government, since most of them have allied with pirates and constantly assist them by providing the comfort of a home in their city, which has prompted many of them to actually join pirate crews. That being said, the city is poor, and it has been struck by sickness more than once. The ANF has made numerous attempts to re-take the city, but even though it has no advanced fortifications, the combined might of all the greatest pirates that come to its defense is enough to drive the marines back every time. Somewhere in the jungle of the island, there is a place called the Halls of the Damned, where the bravest and mightiest of pirates become monuments and are praised as liberators by the natives. Pirate King Flint has his own monument there.
History: Nautactus was founded by a Sonarean colony, and it was where the legendary Captain Flint was born. When he came of age, he formed his own crew and took advantage of the town's poor government to make it his hideout for his illicit activities. Soon, he became popular, and after having formed his own fleet, he took over the city. His attack drove government and lawful citizens out, and all that was left was pirates. The city was re-taken by the Government shortly after, though, and Captain Flint was forced into hiding; he swore that as long as he would be alive, that would be the last time the marines set foot in Nautactus, before he re-conquered it a few years later. True to his word, the marines haven't managed to re-take it once more, even after his death.
Government: The city is currently ruled by the Big Five, the strongest pirate captains
, and three or four of them at the same time have combined their fleets to defend it from marines successfully.

(#4)
Fort Luc

Fort Luc is a major ANF establishment n central Carajol Sea. It is the easternmost marine center of operations; forts east of Fort Luc were destroyed by the pirates of the new generation in retaliation for the Pirate King Flint's death at the hands of the marines, but Fort Luc still stands strong in a strategic location exactly at the unofficial border in Carajol between Government and Pirate Alliance air space. If there is any peace left in central Carajol, it's because of Fort Luc.
(#5)
Ephermus

Ephermus is the capital of Carajol Sea. It's well-guarded and has only been raided and sacked once, by former Pirate King Flint, as on this side of Carajol, not many pirates dare to operate. The town-island is a reflection of the modern Sonarean culture, where sciences and arts thrive; it's home to the world renowned Guild of Techmaturgy, the science of combining technology with Pokemon powers. The waters and sky in the region are relatively peaceful... for the time being.

(#6) Iridea


Half of the town in Iridea is built on the water; it has a strong marine presence, and is one of the islands where the highest percentage of youth joins the ANF when they come of age. Ironically, informants that have reported to the Government claim that the town is also Pirate Solo's hometown, but the claim has been disputed.

(#7)
Flint's Wrath

The Flint's Wrath is an uncharted bluff in the eastern waters of Carajol; because the area is often struck by storms, merchants and marines generally avoid it. The bluff, which resembles a Sharpedo, was where Pirate King Flint regrouped with his fleet after they were pushed away from Nautactus. At the time, there was no town, and the entire fleet could enjoy the safety of the hidden spot inside the bluff while planning their counter attack. After they were successful in taking over Nautactus a second time, Flint's Wrath became the official Pirate Alliance's hideout. To this day, the marines do not know of its exact location, firstly because the rocks are uncharted, secondly because of the common storms in the region that obscure sight, and thirdly because pirate engineers have set camouflaging devices on the island.

(#8) The Novayas




(#9) Bane Trench
The Bane Trench is a deep-sea crater that expands into the ocean of the Long Blue. Legends of Carajol claim that one of the Superpowers of the Ancient World, Atlandea, was lost in the Long Blue after their cataclysmic battle with other Superpowers; pirates still believe the Lost Land exists somewhere in the Long Blue. Marines have secretly scoured the area in search of evidence, but their missions were unsuccessful.

(#10) Seafleet

The Seafleet is a network of merchant ships connected to each other through chains that have been floating in the waters of Carajol for many, many decades. For lack of a better word, the entire complex serves as a huge shopping mall, one of the world's greatest shopping malls, in fact. It sports all kinds of establishments: restaurants, coffee shops, taverns, jewelry and weapon shops, and anything that has to do with consumerism that you can think of. Pirates frequent the Seafleet, not to raid it but enjoy what it has to offer; Carajol's shopping mall is off limits to all pirates, as the coalition of merchants that run it pay an annual fee to the Pirate Alliance in the form of goods that support Nautactus and Flint's Wrath; not only that, but it serves as one of the biggest and most reliable fences for stolen products. It has been attacked by Osenian pirates a few times, but the Pirate Alliance rushed to their aid and more often than not, the attackers were slain.



Osenia

Spoiler:

"Osenia - that's where all the rogue pirates go to. Scum and dirtbags, all 'o them! Woops! Cut that! ... Consult with a professional tourist guide if you wish to travel to the region." - The Tourist's Guide from the Department of Tourism

West of Antara there is Osenia, an ocean larger than Carajol, riddled with myriads of islands, and many of them inhabited by uncivilized native Pokemon tribes. What's more, the Sky Pirates who denied the Pirate Alliance are roaming the skies of Osenia. The pirate threat, coupled with the unique weather phenomena that occur in this region make it dangerous for explorers to travel to its far eastern side, and as such, the borders of the Known World do not in fact include the end of the islands of Osenia.

Osenia has hundreds of islands with many different nations, but one outshines them all: the Rogue Republic, led by the Party God, a pirate who has proclaimed himself as King of Osenia and is currently Public Enemy #7. His regime has turned Osenia in a lawless and dangerous place, far more so than the territory of the Pirate Alliance in Carajol. As a result, the Government rarely treads in Osenia, and the region is poorly charted.

(#1) Okimari Archipelago

Islands: Notable islands in the Okimari Archipelago are: Barstow (upon which Docktown, the capital of the Republic is built), New Hope Island and Otsenna
Overview:
The Okimari Archipelago is the closest to normal, civilized, western society that you'll get in a crazy place like Osenia. Its islands are riddled with rogues, thieves and pirates, none of which follow a code of honor like the pirates of the Alliance do. Officially a Republic, it is a lawless string of islands, with scum for citizens and corrupted authorities. The place has become like this thanks to the self proclaimed ruler of Osenia, the Party God, who invites random people from any island of Osenia to join his parties every weekend. The people of the Okimari islands adore him and drink to his name. Its most notable place is Docktown that represents all that is good (not much at all) and all that is bad (too many things) about Osenia.
Government: Okimari Archipelago is a Republic, represented by a prime minister.

(#2) Anokl Ruins

In this island lay the ruins of a civilization long gone, abandoned even by the native tribes that usually live on that side of Osenia. A tidal wave seems to have struck the island a long time ago, wiping out any who lived there.

(#3) Poli Poli Archipelago

Islands: Verdenna (capital), Nyoki, Longi the Island of Tall Trees, Ab'cuebo (an island ruled solely by children, by command of the Party God)Overview: The Poli Poli Archipelago is ruled by a Queendom established in Verdenna. It was the most inclined nation of Osenia to resist the Party God's advance into the region, but it has abruptly and mysteriously stopped hindering him. It is said that the Party God managed to win the heart of the Queen of Poli Poli through love letters. As a result, the Queendom has become numb and suffers the large taxation the Party God has imposed upon them for their own safety. Anyone who doesn't pay the tax has his home raided and the Party God claims everything he has.
History: Both Poli Poli and Okimari Archipelagos were originally Sonarean colonies from Aerdom that have revolted from the rule of Aerdom and become separate entities. As a result, lawlessness has become the norm in these states, until the Party God showed and united the region under his fleet, through force and fear.
(#4)
Sunwhirl Isle

Sunwhirl Island is the best holiday resort in the Known World, a tourist favorite location that is visited frequently. It sports all kinds of facilities like water slides, fun parks, restaurants and every pleasure a tourist may want to have. It's one of the islands of Osenia that is still controlled by the ANF, and as such, it is relatively peaceful in huge contrast to the crowd that populates Osenian islands.

(#5) Granolco Island, the Howling Hollow


Granolco is an island often tormented by tropical storms, but bad weather isn't the reason folk avoid to sail near it. It's said that a terrible curse has befallen the island; several airships that flew or sailed near its parameter have disappeared without a trace, and those who happen to have managed to visit and then leave the island swear that distant screams of agony tear the quiet of the night, coming from a cave which has been rightfully named "the Howling Hollow".

(#6) Skytrain Station




(#7)
The Emerald Coast




Exathor


Spoiler:

Overview: Exathor is a sky continent (1500-2000 miles long at its biggest width) that is currently located outside the bounds of the Known World, floating above the icy continent of Pagos, specifically Aisendale, a canyon of ice. The sky island made its appearance 15 years ago from the Green Skyline; it made many headlines on the Known World at the time. What baffled most people was the fact that the entire land moved with purpose. There are countless floating bits of land in the Known World, but none of them are anywhere near as large as Exathor, and certainly none of them do anything other than float. Exathor was seen to be moving, and it came from a place where nothing Pokemon can construct could go through without being torn apart by hurricanes and tidal waves: the Green Skyline, aka the Devouring Sea. As such, there was talk of Exathor being the home of the Gods, although the Thousand Arms quickly dismissed that notion. Contact was established, but the Government seems to have withheld a great deal of information regarding the new continent. What was confirmed, though, was that there was a nation in Exathor, and that the people who lived upon it were indeed very mortal. Negotiations for Exathor to be integrated in the Known World have reportedly begun and have yet to be resolved even after 15 years.
Government:
According to interviews with members of the Thousand Arms, the sky continent is governed by an Emperor, two High Generals and some sort of guard; they noted their imposing military and technology, which even though extremely advanced in some ways, such as the active, invisible barrier that protects its people from the intense cold of the region, was somewhat inferior to Sonarean technology. The Thousand Arms are secretive about anything that has to do with this matter, but it has been inferred by their response to the media that they tread around Exathor and its people carefully, as their envoys were treated coldly and with mistrust, and that has sparked fear with a few attentive individuals, who have rightfully asked, "Just who are these people?"




Organizations within the Known Worl
d (*incomplete and up to the creativity of players)

Spoiler:
Avian Naval Force (ANF)
Spoiler:
The ANF is the Government's military air force, tasked with law enforcement, international security and military operations. They have fortresses and strongholds in many regions of the Known World; their most powerful stations are located in Tundara and Sonara. By criminals, they are feared all around the Known World and are known for their top-notch aircraft and weaponry. Although they claim to deliver justice, they can be more easily described as the ultimate, unthinking, powerful and expansive military tool of the Government, whose orders they can never disobey.

They are the main antagonists of the Pirate Alliance.

Their insignia is the Winged Anchor; their motto is "Service, Integrity, Honor"

Marine Ranks:

Supreme Admiral
Admiral
Air Marshal
Commodore
Captain
Lieutenant
Aeronaut

Notable Marines:

Supreme Admiral Azimuth Kurt
Admiral Garuru (Oranguru)


The Pirate Alliance
Spoiler:
The Pirate Alliance is the name of the collective effort the pirates of Carajol are putting up to oppose the Government's control over a great number of islands in Carajol. Although not a concentrated state in a formal sense, the Pirate Alliance is governed by the Golden Code of Conduct, and those who breach that code are strictly punished and/or excommunicated.

Major pirate fleets have each taken a piece of Carajol; they've installed themselves into islands which they rule either indirectly (through bribing or blackmailing the governor) or directly (overthrowing Government command and presence). As such, the eastern Carajol sea is best described as a pie divided in pieces ruled by sky gangsters.

Despite its chaotic nature which is part of the life of a pirate, the Alliance has strong leadership; the current era of the Alliance sees some of the mightiest pirates to have ever lived rise and become its leaders. The death of the former Pirate King, Captain Flint, had been considered to also be the death of the Pirate Alliance that he had founded, but something of the contrary has happened. The top pirate captains of the new generation fiercely antagonize and try to outdo each other in order to be crowned King, and all of them combined together are causing greater havoc than Captain Flint could ever have while he was alive. After his death, the Pirate Alliance became a headless, thrashing monster, before the Big Five arose to direct its fury.

On the subject of leadership, worth mentioning is the Black Fog, formerly Public Enemy #1 before he was dethroned by Solo, and unofficially on his way to become the Pirate King. The Black Fog has spread such terror in Carajol that the mere mention of his name sends commoners into hiding, and bends governors backwards, allowing for pirate control to be instilled in the region. However, the rest of the captains of the Big Five are just as dangerous.


Notable Pirates (with Public Enemy numbers):

#1, Solo
#2, The Black Fog (Haunter)
#4, Ice Queen (Weavile)
#7, The Party God, King of the Rogue Republic of Osenia (unknown species)
#10 Captain Adrian Rochetto, Terror of the Paralean Coast (Slaking)
#15 Captain Adon Lucius (Incineroar)
#? Captain Amadeus (Garbodor)

#1 (former) Pirate King Flint (deceased)

Notable Crews

* The Legendary Captain Flint's crew (disbanded)
* Hand of Fate (led by the Black Fog)
* Adon's Inferno (led by Captain Adon Lucius)
* Dark Ice (led by the Ice Queen)
* Head Crushers (led by Captain Adrian Rochetto)
* Sons of Araxys (led by three captains who acted as first mates to a deceased captain)


The Iron Circle
Spoiler:
The Iron Circle is the body of government of the Kingdom of Myrdraeron in northern Sonara, and it consists of the Dragonlords and their King, entitled the Iron Colossus. They play an important role in politics as some of the mightiest World Leaders.


The One Faith
Spoiler:
The One Faith, in other words the Faith to the One, is the widely accepted and generally undisputed belief that Arceus has created the world. It may have many variations which include other Pokemon of legend in their narrative of creation, such as Kyogre and Groudon, but as long as those narrations maintain that Arceus was the all powerful being and the start of it all, they are considered part of the One Faith. As such, this belief encompassed a wide range of religions across the Known World, which explains its quick spread after its creation by the Order of a Thousand Arms, hundreds of years ago.

One can believe that any of the legendaries exist, but if they so much as dispute Arceus, they will be made an enemy of the Government.




Documented Weather Phenomena (*incomplete and up to the creativity of players)


Spoiler:
Far Across Zones
Spoiler:
The Far Across Zones are dangerous areas in the sky filled with often turbulent clouds. They extend for several thousands of miles across certain parts of the world, hence the name, but in width they are only a few miles on average. The Far Across Zones have made communication between their regions difficult and have helped towards their relative isolation. They effectively separate the Known World in five regions:

The Far Across Zones are classified as Constant & Perpetual weather phenomena, as they have been observed for millennia to remain in more or less the same positions. They have been described to be "invisible walls" between the regions that have formed.

Getting through a Far Across Zone

Besting what becomes a maze of solid clouds inside a Far Across Zone is not an easy matter. In these zones, there are several kinds of clouds, friendly or hostile, that form a moving labyrinth that only wild flying-type Pokemon can instinctively get through. Once a ship enters a zone, it takes not only the most skilled of navigators to look for the signs that point towards the exit that leads to the other side, but a certain amount of luck and a fair wind.

Even when there are no clouds in a Far Across Zone, fliers may crash upon thin air that is hard as a rock. That is a phenomenon that the Marine Charting Committee has attributed to Vapor Lock, another one of the listed phenomena that have been observed.


Skyways
Spoiler:
The most common pattern in the Open Blue are the Skyways, air currents of varying sizes and speeds, much similar to ocean currents. They are easily detectable by a navigator's tools or a psychic's far sight. Most Skyways occur frequently, others are tentative and unreliable, while others are rare and may appear and disappear on a whim. Classified as a Frequently Occurring weather pattern, they are used very often by fliers for a faster trip; voyages are even planned specifically for riding a Skyway that was currently active at that time.

As it is often the case with Skyways, they are safe and reliable in that airships can ride them to wherever they lead with ease and without having to stir much. However, some Skyways dissolve and disappear unexpectedly at times, even the ones which are considered stable. Like ocean currents, navigators and geologists have observed that Skyways come and go with the seasons and shift with the temperature of the sky. Navigators from all around the world have recorded appearances of Skyways while notable Skyways that are reliable for fliers to use are printed on every Sky Map that is used for air travel.


Dark Nebula
Spoiler:
A Dark Nebula is a phenomenon which occurs in high altitudes in seemingly random locations regardless of the season. It is a faint yet thick poisonous cloud that is hard to discern from a regular cloud during the day. During the night, Dark Nebulae have been reported to be deep purple under the moonlight. It is classified as Rarely Observed in the Open Blue.

So far, only air-tight, iron-forged ANF aircrafts can fly through Dark Nebulae unscathed. The Marine Charting Committee has dispatched this kind of ships in their attempt to discover what is inside a Dark Nebula, but the results of their research have never been published. The Committee has only marked the locations a Dark Nebula has been seen to form, but those locations do not seem to correlate. Fliers all around the world have been only advised to be careful about what clouds they choose to fly through.


Cloudstream

Vapor Lock




What will we be doing in this RP?


In this RP, you will take on the role of an Air Pirate. It may sound simple and straightforward, but there are more reasons to become an Air Pirate besides stealing (or making, depends how you see it) gold.

The definition of 'pirate' is skewed in the Known World, due to it being used to describe a wider group of people than just people who commit crimes at sea & sky: it's used by the Government to brand any kind of revolution against it. The Air Pirates of the Alliance aren't mostly just petty criminals, they are rebels, and some of them are working towards freeing their homeland, wherever it may be, from oppressive control that is supported by the Government, which is a noble goal. Most importantly, the Air Pirates do not respect the Government's law, and instead have their own, the Golden Code of Conduct. Breaking their own code doesn't mean immediate and absolute punishment, though. Remember that they're pirates, they're going to break some rules one way or another.


The crew we are forming is neither necessarily evil or criminal, although they will dabble in strictly illicit activities like plundering deserving targets aligned with the Government, engaging in sky racing through forbidden air space or openly opposing any sort of authority; they'll also be doing a great deal of exploration, as they'll be venturing into unexplored and sometimes even uncharted areas. They will be hunted by the authorities, for good or bad reasons, and they will ally themselves with actual criminals for one reason or the other. More specifically and in terms of roleplay, the general character of our crew is Chaotic Good:

"
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's benevolent when he can. He believes in goodness and right but has little use for laws. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass which may not agree with that of society."

This goes without saying: your character doesn't have to identify 100% with this, but more or less that will be the general behavior of our crew, and your character needs to be made along those lines.
I understand that this premise is a bit restrictive when it comes to making your character, so I'll be letting the option of designing more types of characters and crews later down the path of the RP's development, when everyone is attuned to their main character. For now, we will focus on one crew.

* If you would like to join as a guest, you can talk to me and we'll try to work something out.


THE BLUE BAND CREW
Spoiler:

Captain - Ray Maverick as "Furious" Jonathan Sawyer (Monferno, Fighter Class), from Guntama Jungle, Antara
"Captains are in charge of an airship and its crew; when it comes to air pirates, usually only the mightiest ones become captains. Theirs is double the share for each prize."

Boatswain - GastlyGibus as Nicholas "Nick" Darcy (Scrafty, Fighter Class), from Liverte City, Sonara
"Boatswains take on the noble duty of repairing any damages the ship has sustained at sea or sky, or during battle. A crafty person is best for the job."

Striker - Greiger as Samuel Illum (Furret, Fighter Class), from an unknown village, Antara
"Strikers are in charge of prolonging the provisions stock by hunting prey wherever they find it during a journey. Not every crew has one, but they are of huge help in large voyages."

Cook - Turnip as Axton "Cook" Cook (Hydreigon, Fighter Class), from Kingdom of Myrdraeron, Sonara
"The Cook cooks, but not always something edible, as virtually everyone in the crew can be appointed Cook, sometimes even the Captain's pet. Pirates don't care much for nourishment."

Doctor - SV as Allen Canders (Grovyle, Utility Class), from Duchy of Aerdom, Sonara
"While the boatswains and engineers fix things, doctors fix people. Certainly educated people most of the time, doctors who are in especially criminal pirate crews have likely been kidnapped and serve without their consent."

Gunner - Ray Maverick as Frag (Chespin, Utility Class), from northern Antara
"Gunners are responsible for any kind of weaponry the airship sports. Usually they're the best when it comes to aiming, and can be one of the deadlier crew members if they know their devices well."

Engineer - Sweet Dreams as Kayri Merr (Marowak, Utility Class), from Tyrantria, Antara
"The engineers know everything there is to know about any kind of mechanism aboard an airship, from its engines to its rudder, sidewings or barrier, and can fix, improve, and make proper use of them."

Sky Master - Jauntier as "Anarchy" Anne (Banette, Fighter Class), from Arceus knows where
"The Sky Master serves as the navigator of the crew - they are learned and prepared to deal with a range of weather phenomena, magical or not in nature."

Psychic - Afterglow Ampharos as Quetzalli "The Oracle" (Xatu, Fighter Class), from Guntama Jungle, Antara
"Psychics are well-versed in astromancy and the intricate workings of an airship's power core. They can also serve as navigators, if there isn't one."



* SU FORM:
Spoiler:
Name: [First name & Last/Nickname (if any)]

Age: (16+)

Species:

Position in the Crew: (choose one of those that aren't occupied yet)

Appearance:

History: here's a breakdown of the sort of things I'm asking for here; *Homeland/Region, *Upbringing & Education (if any), *Previous occupation, *Anything related to the role they will play in the crew, *Circumstances under which your character becomes an air pirate (! Important ! Your history section must conclude with how your character decides to become join Captain Jonathan's crew. They could've been a pirate for a while, or they could decide to become one on the fly when recruited by Captain Jonathan)

Personality: *likes/dislikes, *social behavior, most importantly: *Reason for becoming a pirate (the goal must be personal, pronounced, defined, and it cannot be the same for three crew members at the same time. Be creative!), *possible development goals, etc.

Ability:

Type Mastery or Artifact:

[What is Type Mastery? It means that your character has mastered one of the sixteen original types (
Fairy Type Masteries are not canon due to fundamental elements of the universe regarding Type Masteries having been designed years before those types were made revealed in the poke-verse. While the Fairy type may exist, no Fairy Type Mastery is acceptable). As a master of a specific type, they are able to use ANY move of that type that that species can possibly learn either by leveling, TMs or egg moves, without any of those moves taking up a move spot in the original four moves and without TMs counting towards the 1 TM limit in your moveset. Bear in mind that Type Mastery is hereditary among Pokemon in this world - you can consider it an innate talent for battle that is passed down from generation to generation, and your character may be proud of it. Furthermore, you cannot have both a Type Mastery and an Artifact - those two naturally cancel each other out]

[What is an Artifact? Think of berries in One Piece, if you're familiar. Holding an Artifact makes your character able to use a specific move related to the Artifact that he is holding, even if as a species they cannot possibly learn that move. For instance, a Feraligatr holding the Fire Blast Artifact can unleash a more powerful version of Fire Blast in addition to their 4 regular moves. Keep in mind four things: A) Artifacts are extremely rare, and the stronger the move they grant, the more rare they are. If you want to give your character a strong move, you must make the backstory of how they found it believable, otherwise you will be asked to change it. B) Artifacts can look like anything, from a hairpin to a necklace or an actual artifact like a pocket sized totem, as long as they present visual evidence of the move they grant. For example, the Feraligatr's Fire Blast Artifact could be a volcanic stone. Lots of creative liberties can be taken as to the Artifact's appearance C) Artifacts become bound with your soul. They can't leave your person, ever. They always find a way back, even if you throw them away. If your character has one, you better find a way to make them carry it around comfortably at all times. D) There is a drawback to possessing one of these items: you can't swim in salty water, otherwise your character slowly falls into a coma while in the water]


Moveset:
(4 moves if you have Type Mastery/Artifact, 6 moves if you have none of those. Only 1 TM move allowed!)

What is the Fifth Tenet of the Golden Code of Conduct?:

RP Sample:
(Copy/paste an earlier IC post of yours, either the whole thing or a link pointing to a specific post. It has to be of medium size. Alternatively you could write something original with the character you just created)

Discord Tag: (mandatory, you can PM it to me if you want it to stay private)



OUR SHIP
Spoiler:


Spoiler:

A bit of backstory!
This ship, originally named Safe Journey, was built by Darcy's Woodworks - a business in Liverte that is ran by the family of our crew's boatswain and carpenter Nicholas Darcy - the artisans of which used the fabled Wyron wood, a unique kind of material with magical properties. The Wyron wood can only be found in the still officially undiscovered and uncharted Wyron Woodlands, a hidden area in the heart of Sonara that was found by Nicholas's father with the help of Jonathan's father. The ship was built secretly and off the books in a cave away from Liverte, as it was a huge project which would be taxed unfairly by the tyrannical Trade Prince of Liverte - exactly as it happened, once Captain Amadeus let him know of the ship's existence.

As the Safe Journey was built for a wealthy merchant, it sports many kinds of luxuries not found in regular ships. Nicholas himself has worked extensively on the construction of the ship, so he knows his way in and out. Darcy's Woodworks built the Safe Journey for comfort and speed, as requested, and one can't say that it's ill-equipped for battle, but it's not heavily armed when Jon and Nick find it again in Modistra, and only one layer of shield has been programmed into its power core, the Ethereal Spirit Core. The most important thing about it is that it can take us places.


Crow's Nest
As part of the main mast, the Crow's Nest is the highest point of the ship and is generally used as a lookout point for spotting things like danger, other ships or land.

Deck
Where nearly everything happens

Ratlines
Ratlines are the ropes that connect the deck with the blimps, although they're not what's keeping them chained to the aircraft (there are ropes for that). The ropelines are a quick way to get on the blimps.

Blimps & Blimp Shields
Our ship has two of those; there are some with one, three or four of them. The blimps are made of industrial hardened cotton; they're full of volatile Phlogistron, so they're arguably the weakest part of the ship, because if any of them rip, things won't be looking so good. It's possible to climb the side of the blimps with the use of handles, but if the airship is going at high speed, it'll take a good amount of strength to hold on. Blimp shields are active during battle for increased protection against projectiles.

Sidewings
The sidewings are attached to the side of the blimps and like the blimps, they are generally fragile. They help in steering the blimps when folded during battle, they are protected under the blimp shields.

Bridge & Navigation Room
The bridge sports the wheel and a few levers and buttons necessary for piloting the ship. From there, one can control everything that moves and steers the ship: the rudder, the sidewings, the backwing, the blimps. The bridge is connected with the navigation room through a small staircase.

Foremast & Main Mast
When the blimps are inactive, sails are dropped in the foremast and main mast. They both support the Updeck.

Updeck Hall
This is where the crew will be gathering for dinner, feasts and parties, but also for important meetings. The hall of the ship is a bit small but cozy, well-furnished with a rare carpet from Megistea and a stone fireplace. It was designed with luxury in mind first, and luxurious it is.

Storage Room
Usually for quick supplies like rations, fresh food that must be eaten soon, weapons and anything that doesn't fit in the hold.

Hold
The hold is usually where the loot is being kept; it's pretty spacious, being at the bottom of the ship, so it can be loaded with the biggest types of cargo you can think of. It gets pretty dark and cold when the ship is sailing.

Engine Room
That's where the engine of the ship, evidently, but not only: the two phlogistron gas tanks accompany it. The place is usually greasy and dark, but the

Shields (not shown)
Powered by the power core through psychic means, the shields are an energy-expensive protective measure that are activated only during battle or bad weather. Advanced shields are usually invisible until they are hit by a projectile; there can be three layers of shields: Light Screen which protects against light projectiles or magical attacks like fire, lightning or psychic, Reflect which protects against more tangible, solid projectiles like cannonshot or even 'mon who try to cross it, and Barrier, which does both of these things to a lesser degree and acts as a last resort defense. Only very advanced aircraft like ANF galleons have three layers of shield.



THE GOLDEN CODE OF CONDUCT

Spoiler:
"We are pirates. We live by our own rules. The Government's 'justice' does not apply to us; the only justice we know is ours." - Captain Flint, founder of the Golden Code of Conduct

I. NO MAN OR WOMAN ON BOARD WITHOUT THE RIGHT TO VOTE

"Those standing upon the deck have a say in all of its affairs. They shall all have equal claim to provisions of both necessity and pleasure and shall use those to their liking, unless they become scarce and retrenchement is voted in wise consideration."

II. DO NO HARM OR STEAL FROM PIRATES
"Pirates are allies under the banner of freedom. Those who choose to turn their backs to that banner, by attacking or stealing the property of another pirate, shall be called pirates no more; they shall be called mere rogues, and they shall be hunted by other pirates until the end of their lives."

III. NO GAMBLING FOR MONEY ON BOARD
"None are to gamble or bet for money."

IV. MIND THE LIGHTS OFF
"By eight at night, all lights are offed, and none are to be re-lit whilst any man or woman sleeps; should one's heart desire a drink, they shall have it in the open deck, in the dark."

V. BE ALERT
"One must always keep their head about them - be battle-ready, or be tried for laxness."

VI. RESPECT THE AGE
"No child is to be allowed among pirates, and no child, or the elderly, are to be slain by them. Should any man or woman be found guilty of such, they shall be put to death."

VII. DO NOT BRING LOVE WITH YOU
"No man or woman is to bring their lovers with them on board."

VIII. SETTLE DISPUTES ON THE GROUND
"None shall strike another while on the sky. Every man or woman's quarrel shall be solved on the ground, and he who remains standing afterwards shall be declared the victor."

IX. COMPENSATE THE CRIPPLED IN SERVICE
"Every man who shall become a cripple or lose a limb in service shall be compensated for a thousand golden berries from the common stock, and for lesser hurts proportionally."

X. CAPTAIN'S IS DOUBLE THE PRIZE
"The captain is to receive two shares of the prize. All the other members of the crew one share each."

XI. STAND BY YOUR HEARTIES
"He or she that deserts the ship or their quarters in battle, shall be punished by death, flinging or marooning."

XII. HONOR AMONG PIRATES
"Pirates who compromise the activities of other pirates shall no longer be protected by the Pirate Alliance and be hunted down by other pirates for the rest of their lives."

XIII. PUNISH WITH THE BLACK SPOT
"Should any one member of the crew disregard the Golden Code of Conduct, and should the popular vote ask for death as punishment, they must announce it with a black spot drawn on a piece of paper, before delivering judgement."



VAULTS OF REFLECTION
Spoiler:
The Vaults of Reflection are dedicated to the safekeeping and constant updating of all the amassed historical records and knowledge. The facility is built in Union City, Exathor, and its activities primarily revolve around the sky continent but now are slowly expanding beyond that, in the Known World. There are several floors, each with a series of sealed rooms, chambers, halls and corridors, all of which serve as storage for mountains upon mountains of information, compiled into compendiums and albums of immense historical importance. But there are personal chambers as well, either rented by individuals who requested that their information was stored or created without the person's consent for the purpose of keeping track and profiling them them if they are a criminal. It is in these private chambers where the memories of an individual are stored, and the ability to view them has become available.

With a Vaults Entry, you allow everyone a peek at your character's past - the kind of flashback that doesn't belong IC as it could be too forced, taking too much space, or be downright unfitting with the overall flow of the RP. Treat a Vaults Entry as you would a small fic; your entry can be of any length and tone, it doesn't matter, and writing entries isn't obligatory.

No entries have been made as of yet!



ARTWORK

Spoiler:
Nick

Spoiler:



Sam

Spoiler:

Colored:
Spoiler:
(credits to kitty for colorizing it! Thanks a lot)



Cook

Spoiler:



Jon's Wanted Poster

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Adrian vs Amadeus

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Kahuna Raphael

Spoiler:



Charmeleon guy

Spoiler:



Quetzalli, the Oracle
Spoiler:



Rules
1. By default, all PC rules apply.
2. The standard no godmodding or bunnying, unless given permission.
3. This is rated T, for fantasy violence, blood, strong language, romance, etc.
4. Having Discord and being active on our chats is mandatory. Communication is key, as it allows for greater development. Cooperate with your fellow players and discuss the RP.
5. Spell check. Re-read your posts and wrap them up nicely. Our primary goal is to RP, but our secondary goal is to create something worth reading (possibly a second time sometime in the future, by us).
6. New major characters are to be made only with the approval of the GM.
7. You're free to make up NPCs as you like.
8. Be cool about things, and don't be argumentative. Without trust between us the players, the message of the story is void, and made not worth telling.
9. Every idea is up for discussion, except fundamental elements in storyline and setting. As long as you provide good arguments, improvement is what we strive for.
10. Have fun: if you find yourself not having fun for any reason, you're free to tell me, and we'll work things out like polite and civilized people, hm?


Credits & Some Parting Words
To begin with, this RP has been in development for several months, and follows up on former RPs of mine (Age of Heroes, Crimson Dawn) that were designed quite a while ago. Because of storyline complications with those earlier RPs, Type Masteries like Fairy cannot be part of this RP, even though they can exist as types.

Into the Great Open Blue is heavily inspired by One Piece and other such pirate fiction like Treasure Island and AC: Black Flag and is essentially a spiritual successor to Uncharted Waters, an old RP by miltankRancher, who gave me the green light in reviving some of its concepts. Is Into the Open Blue a sequel to Crimson Dawn? Not directly, but we may encounter themes from Crimson Dawn and finally learn of its conclusion. Furthermore, both Into the Great Open Blue and Crimson Dawn are set in the same universe as is Odyssey by SV, and while the events of Crimson Dawn are near the Into the Open Blue time and location wise, the events of Odyssey take place far outside the plane of the Known World described in these two RPs. Shout out to SV for pairing his stories with mine.

To GastlyGibus for his staunch support and friendship. This RP would be nothing without you
To miltankRancher, aka Varys the Galvantula, who created Uncharted Waters and agreed for me to continue it spiritually with this one.
To various artists, which I took the art and music displayed IC and OOC. Special thanks to Motoi Sakuraba, maker of the OST of Golden Sun, which has been a source of great inspiration for this story and generally for me as a person.
To
a former member of our crew, Alby & her character Nim, who departed for unknown reasons.
To easydamus.com for their definition of chaotic good
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  #2    
Old November 8th, 2016 (2:54 PM).
Greiger's Avatar
Greiger Greiger is offline
A mad mind... hehe
     
    Join Date: Sep 2011
    Location: A water pond, duh!
    Age: 26
    Gender: Male
    Nature: Serious
    Posts: 2,011
    Are you ready for me to bring the THUNDER!? Are you ready for the most eye opening act you've ever SEEN!? Ready for the SU of a LIFETIME!? Hide your children, hide your wife, cause this SU is up in this place!
    Spoiler:

    Name: Samuel Illum

    Age: 33

    Species: Furret

    Position in the Crew: Hunter
    Appearance: This is from our lovely GM, and thus is canon to everything. ORIGINALOCDONOTSTEAL


    Samuel has a sleek build, like most Furrets, and carries around special instruments that help him with his job. He wears a satchel about his waist that he can carry smaller items inside. Around his chest the strap of his satchel also works to hold his blow dart and the various darts he uses it with. He’s not one to wear weapons openly, and so he has a few false walls in his satchel where he can hide his weapons if need be.

    History: Samuel is not one to speak of his childhood, nor of his hometown. One could say that he has a loathsome attitude toward the subject. However, he will tell others that his home region is Antara. The Furret claims that he was brought up as a ninja. Throughout his younger years he learned how to sneak about, how to track down targets, and most importantly how to kill without being seen. He will admit to having lived in Megistea for some time, but won’t get into much detail as to what he did there.

    What he will openly talk about is when he finally moved to the continent of Osenia and began making a living there on the Okimari Archipelago. During that time Samuel was busy living the life of a thief and assassin. Using his ninja training the Furret started off small, only stealing for himself so that he could live until the next day. Once he had a hidden base to himself he began offering his services to the corrupt mon that resided on the archipelago. One by one he completed tasks and, although early on he was stifled pay here and there, he began to earn a reputation. Eventually Samuel found himself working for more and more important clients. These clients hired him out to kill competitors or to strike down those who had wronged them in the past.

    With Samuel’s rising reputation came along those who saw him as a threat and attempted to strike him out of the picture. Samuel found himself traveling between islands, always moving on to put any danger long behind him. Eventually the archipelago became too dangerous for the Furret and he ended up sailing to the Carajol Sea and finally landed at the island of Modistra. The journey itself cost an arm and a leg for Samuel (FIGURATIVELY!) and he found himself in desperate need of quick cash. He now spends him time in a few pubs, mostly to peddle out his less than legal services to the more desperate mon. Those who have met or conducted business with him claim that he’s also looking for a group to help him make his way back into Osenia waters, saying that he has one last job to perform there.

    Personality: Samuel makes three things known whenever he meets someone.

    He doesn’t care about your backstory.
    He doesn’t care about your dreams
    He doesn’t care about why you want the target dead

    The less information Samuel knows about his clients the safer they feel. If he were ever caught then his clients wouldn’t be caught as a result. Of course he never plans to be caught but it still reassures any clients who come to him in the dead of night. Even if Samuel has a client who comes to him multiple times and pay for his services he will care little if said client ends up dead or jailed. The Furret cares only for himself and will do whatever he can to remain in business, even if that means leaving a few friends behind to rot while he remains free.

    Of course one wouldn’t expect such a cold response from the Furret. For the most part with first meetings Samuel tries to be as pleasant as can be. He will pay for drinks, listen to clients earnestly talk about what they want, and even join in banter with them. Of course, such actions are only an act and he could care less, but it’s the appearance of caring that counts most in Samuel’s opinion. He has been betrayed a few times in his life, but that’s more than enough to cause the Furret to be wary about any new relationships he gains.

    As for the plans I have for Samuel, I plan to have him become more trusting, mostly toward the rest of the crew. Having events where his trust becomes well placed would help toward him opening up more toward the rest of the crew. He might even let his crewmates know his real opinions of them, heh.
    Ability: Run Away

    Type Mastery or Artifact: Normal-Type

    Moveset: Rest, Dig, Charm, Sucker Punch

    What is the Fifth Tenet of the Golden Code of Conduct?: Be Alert

    RP Sample: My Lovely Sample.
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      #3    
    Old November 9th, 2016 (9:56 AM).
    GastlyGibus's Avatar
    GastlyGibus GastlyGibus is offline
    I can't hear ya, ya talkin' to me?
       
      Join Date: Jan 2014
      Location: The city streets
      Age: 24
      Gender: Male
      Nature: Naive
      Posts: 170
      WIP, strictly a formality.

      Name: Nicholas "Nick" Darcy

      Age: 24

      Species: Scrafty

      Position in the Crew: Boatswain

      Appearance: TBA

      History: TBA

      Personality: TBA

      Ability: Moxie

      Type Mastery or Artifact: Fighting Mastery

      Moveset: TBA

      What is the Fifth Tenet of the Golden Code of Conduct?:

      RP Sample: TBA

      Theme: Burden in my Hand
      __________________
      "Johnny rocked that golden circle, and all those VIPs, and that music that had freed us became a tired routine.
      And I saw his face in close-up tryin' to give it all he had, and sometimes his eyes betrayed him, you could see that he was sad.


      And I tried to rock on with him, but I slowly became bored
      Could that man on stage with everything somehow need some more?"

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        #4    
      Old November 9th, 2016 (6:02 PM). Edited March 3rd, 2017 by Ray Maverick.
      Ray Maverick's Avatar
      Ray Maverick Ray Maverick is offline
      • Crystal Tier
       
      Join Date: Feb 2009
      Age: 22
      Gender: Male
      Nature: Lonely
      Posts: 3,353
      Hey guys, glad to have you here! Here goes my SU:



      Name:
      "Furious" Jonathan Sawyer, Duncan (alias), Jungle V.I.P. (alias)
      Age: 24
      Species: Monferno
      Position in the Crew: Captain
      Appearance:

      Jonathan's always got an air of confidence, and you can trust smiles and laughs come easily to him. He's much of what you call a people's person, with a certain unmistakable energy about him - the whole room lights up when he enters. His child-like face and expressions, coupled with his laid back overall demeanor often prompt people to underestimate how much of a criminal he can be;
      when angered, he can look scary, and he usually chomps on his hat in order to vent. In his wanted poster, they used the only picture of him that they had, a picture where he's chewing on an ANF hat. Because of his angry appearance in the only picture available, and a flamboyant news article which reported him as "Furious Jonathan", the nickname stuck and was used in the wanted poster, which can now be found all around the world. Folks still believe Jonathan is an unbelievably furious person who has no qualms with eating his hat when things don't go his way.

      It's not always true. Jon's case is a calmer person than most, it's just than when his ire is provoked, chaos breaks loose.

      A charmer from a young age, and very handsome, his sister once used to tease him by telling him the reason her girlfriends visited their house so often was so that they could see him.

      He likes to wear his trademark marine (ironically) blue jacket, and a red sash around his waist. Hidden on the sash is a pouch and his Steam Blade, a sword-like weapon which is deactivated most of the time and thus can be carried around as a hilt.

      He occasionally ties a piece of cloth around his left upper arm; if one asks about it, he'll tell the story of how his mentor Adrian helped him mend the first serious wound he sustained during battle, on his upper left arm, by tying linen to halt his blood flow in the region. Tying his upper arm has become a habit to him, as Jon believes the tie signifies the spiritual bond he shares with Adrian.

      He might wear sunglasses, if he so fancies.


      History:

      Jonathan grew up without a father or mother for the first eight years of his life. He was molded into a fighter by the half-wild tribe of Mankeys that lived in Guntama Jungle, Antara, and was involved in many of their wars with their sworn enemy monkey tribe, the Aipoms. Unlike the half-wild mon, he realized he was also adept at using a weapon, usually a bamboo staff. He was somewhat scorned for not using his fists like "normal 'mon did", but despite his age, his ability with a weapon was quickly recognized; Jon had no one to teach him sword play at the time, but he often observed the Megiddo, the human-like egg group Pokemon warriors of the Megistean Empire practice sword play in western Guntama, so he picked up things from them. By the age of seven, he had already started to explore the jungle, as he seemed capable of overcoming the wild on his own, something admirable for his age.

      It was during one of his excursions that he discovered a hut in the eastern shores of Guntama. In the hut lived a retired pirate who had gone into hiding, namely Adrian Rochetto, a Slaking with many scars and many stories to tell. He and Jonathan quickly became friends and they spent a year surviving in the jungle, sometimes being involved in the quarrels between the two tribes. Adrian became somewhat of a father figure to Jonathan, and he is the man responsible for Jon's current day fiery, unruly temperament, which is modeled after that of Adrian's personality. Adrian taught him how to speak and write properly, and gave him a name: Duncan. He molded Jon's imagination with stories about pirates and places the little Chimchar had never even dreamed of. He told him tales of how Adrian used to command his own crew, who would soar the skies, taking loot left and right, opposing the totalitarian ANF, and conquering islands where lots of nice people lived, where there wasn't much war like in the jungle, and where technology made life easier. Although young Jon was still half-wild, he longed to meet with this "civilization" that Captain Adrian spoke of. He convinced Adrian to become a pirate again, stop hiding from the Government in his mud hut and reassemble his old crew, so the pirate took him to his home island, Modistra, in Carajol Sea.


      In Modistra, Jonathan made an impression as a lovable troublemaker but also capable fighter. A young Chimchar who wielded a staff and had a similar style to the Megiddo warriors wasn't the common type of character they saw on the island. As if all the planets aligned, by a huge coincidence he attracted the attention of his father, the world-famous Frivolous Explorer, Isaac Sawyer, who happened to pass by the island. Their resemblance was unmistakable and undeniable to everyone on Modistra, both in appearance and demeanor. They recognized each other as family very quickly and without much doubt.

      Jon discovered he had a sister, too, one that he liked to play and discover new things with. Isaac formed a friendly bond with him and Captain Adrian and decided to purchase a manor and make Modistra his home, so that Jon could be near his friend. A few years later, Isaac took Jon back to Guntama in search of his mother, who had been trapped there because of the difficulty of leaving the region because of the Far Across Zones, a weather phenomenon which bars the sky and sea in certain areas. Isaac remarked that 'if he had known they were there before, he would have sought them out many, many years ago'. Despite the tough circumstances in Guntama during that time, they were able to get Jon's mother back with them; Jon had never met her before in the jungle, nor did he know she was there. As a child, he had never thought much about who his parents were. And he never got to know the full story as to why he was born in Guntama and why his mother was there but she never took care of him. This, combined with the fact that his mother had memory lapses in which she forgot who he was, has led him to believe later in his life that his mother never loved him, and without knowing the reason to why, his feelings about her have become tangled.


      Back in Modistra, Jon's mother was examined by Dr. Milo, the doctor of Captain Adrian's crew, who determined that the gaps in her memory were due to a disease she had. As the years passed, her condition worsened, and Jon begun wondering if his mother ever loved him, because she forgot who he or his friends were most of the time, while she never forgot his sister, who was especially close to her. As Jon and his sister grew into their teenage years, they were each tutored separately in different paths. Jon wanted to learn (officially) how to fight with swords, so his father hired a master of the Steam Blade from Antara to teach him swordplay. His sister, on the other hand, was interested in business, so Isaac helped her build her own little empire of businesses across Carajol by funding them with the immense wealth he had accumulated as an explorer. The family traveled a lot, especially between cities in which they had a house in, like Liverte, Aerdom and Myrdraeron, and lived for a couple to several years in each. Sometimes, the family was separated, and that struck a gap between the siblings. In their later years, after their first few years in their twenties, Jon and his sister had become so much different as people that they did not like each other's company any more. However, the lessons of family values that their father had made sure to teach them stayed with them, and despite their frustration, they quietly supported each other.

      One striking difference between Jon and his sister is his fascination with pirates and their legends of old. His life was given color by the idea of him captaining his own ship one day and having his own crew, exploring the world and possibly doing some plundering too, but as he grew up and after his mother and sister beating him up about it, he thought that his dream was more likely to stay a dream, and he took the safer solution that they offered him: a servant in theirs and other rich people's households, simply a part time job to teach him what it is like working hard. They hadn't had any complaints, but Jon knows he is destined to set sail one day and be captain.


      Personality:

      Having grown up in a community of half-wild Pokemon, Jon is thought to be half-wild by those who don't know him any better. Always loud, upbeat and with a quick temper and a vengeful fury, he already has the makings of a captain from a young age. Despite his quickly shifting moods, he smiles most of the time and is resilient to tight conditions, toughing them out. He is an assertive extrovert; he can make friends out of strangers he's never seen before in a few minutes, yet also prefers to keep a select few people close; most of which belong to his crew. With the people he holds dear, his communication is excellent as he seeks to understand them in a personal level and ensure that everyone is kept content and treated fairly. With strangers who might be dangerous, though, he is not as straightforward, and deceiving them if need be comes easily to him. His jovial and youthful demeanor often attracts onlookers and listeners and as a result, he is able to connect to those people very well, and is always popular, especially with girls.

      Challenge is where this Monferno thrives in. From a young age, the environment he grew up instilled a strong desire for self-improvement in him. His relaxed and laid back attitude drops when he is facing a strong opponent that could pose a serious threat to him or his crew. When pushed, he gets reckless and greedy. But his fearlessness is a great boon, and when he combines it with his cunning, he is the one to pull off the craziest trick he can think of to get out of a tough situation, and usually plunge right into another one.

      Since he was integrated in civilized society, he has always seemed simple-minded and perhaps dumb to strangers. Until recently, he was a servant of rich people in Modistra's layer of aristocracy, and generally a person with humble occupations for all of his life in civilized society. Despite this, he has shown rare signs of a tactical and imaginative mind, paired with a fair sense of judgement and greater insight than those who glance at him for the first few times would think of. In his very essence, he is a kindhearted person who loathes to harm people who have not and cannot harm him. The members of his crew are the ones to experience his purity of heart first hand; he is tremendously faithful and loyal to them, and he readily trusts them with his life.


      Ability:
      Iron Fist
      Type Mastery or Artifact:
      None of these at the moment.
      Moveset:
      Power Up Punch, Mach Punch, Fire Punch, Counter, Acrobatics, Assist

      Theme:DON'T STOP ME NOW!
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        #5    
      Old November 10th, 2016 (6:33 AM).
      Razgrey's Avatar
      Razgrey Razgrey is offline
      Ο Εχθρός μας
         
        Join Date: Aug 2016
        Location: Right Here, but not Right Now.
        Gender: Male
        Nature: Mild
        Posts: 123
        If I want to be a 'Psychic' then do I have to be a psychic-type? Or do I have to just be some smart person who knows about Astronomy and your Airship's power core?
        This will probably take me an hour to read and write.
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          #6    
        Old November 10th, 2016 (12:35 PM).
        Ray Maverick's Avatar
        Ray Maverick Ray Maverick is offline
        • Crystal Tier
         
        Join Date: Feb 2009
        Age: 22
        Gender: Male
        Nature: Lonely
        Posts: 3,353
        Quote:
        Originally Posted by Razgrey View Post
        If I want to be a 'Psychic' then do I have to be a psychic-type? Or do I have to just be some smart person who knows about Astronomy and your Airship's power core?
        This will probably take me an hour to read and write.
        Your character doesn't have to be a psychic-type, no, but the species you choose for them must have an innate talent for the psychic arts. What I mean by this is, usually the Psychics of the crew, whether they are psychic-type or not, can learn Psychic (helpful list here) or a similar, powerful psychic-type move. An example of a Pokemon who can serve as a Psychic is Golduck. They can learn plenty of psychic-type moves and even though they're pure water-type, their dex suggests a connection to psychic energies. Alternatively, if the species you choose isn't psychic-type and can't learn a psychic-type move, then it must be canon (show or pokedex entries) that they have a connection to unseen energies. The psychic arts of this universe are relatively flexible; it's more or less the standard face of magic, like the Arcane school in D&D, if you're familiar.
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          #7    
        Old November 10th, 2016 (7:12 PM).
        SV's Avatar
        SV SV is offline
        See You Space Cowboy
        • Silver Tier
         
        Join Date: Mar 2011
        Gender: Male
        Nature: Relaxed
        Posts: 3,372
        Reserve me please! I'll have something up soon
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        Paired with the Artsy Infinite and the Spectacular Shak
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          #8    
        Old November 11th, 2016 (1:47 AM).
        LennieFrost's Avatar
        LennieFrost LennieFrost is offline
        T̴͟͝h͟e̶̛͡ ̢I̛m̛m̷͝o̸̡ŗt̡a ̡͞l͘͘ O̸̕u̷͞t́͞ĺ͘͡a͝ ẁ͘ ̡͏͡i̢͜s̛̕ ́H̴è̵͢r̶̴͞e͢
           
          Join Date: Sep 2016
          Location: The DC Universe Version of Australia
          Gender: Female
          Nature: Quirky
          Posts: 197
          Would Dusknoir be considered as a Gunner? Also I do not have Skype (I will never have it) but I would still be active.
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            #9    
          Old November 11th, 2016 (11:36 AM).
          for him.'s Avatar
          for him. for him. is offline
          Blue Neighbourhood
             
            Join Date: Aug 2010
            Age: 21
            Posts: 798
            I am interested in this RP too. (I have been stalking it for the last couple of days. ;D) Let's see if I can actually get an SU up.

            @LennieFrost: Well it seems like as long as you can somehow integrate their role into the Pokemon, it should be fine. But I am not running this, so what do I know?
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              #10    
            Old November 11th, 2016 (12:37 PM). Edited November 11th, 2016 by Ray Maverick.
            Ray Maverick's Avatar
            Ray Maverick Ray Maverick is offline
            • Crystal Tier
             
            Join Date: Feb 2009
            Age: 22
            Gender: Male
            Nature: Lonely
            Posts: 3,353
            Quote:
            Originally Posted by LennieFrost View Post
            Would Dusknoir be considered as a Gunner? Also I do not have Skype (I will never have it) but I would still be active.
            What for him. said. Dusknoir sounds great, I like the sound of it! As for Skype, that's a bit of a disappointment. It's a great tool for discussion and some very productive chats happen there. But if you don't have it, that's fine, as long as you're easy to reach and active here in PC.

            @for him. thank you for your interest! Looking forward to your SU

            If any of you would like any additional information or assistance, feel free to PM me
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              #11    
            Old November 11th, 2016 (1:53 PM). Edited November 17th, 2016 by Turnip.
            Turnip's Avatar
            Turnip Turnip is offline
            Magnificent Turnip
               
              Join Date: Apr 2012
              Location: Private property what the heck are you doing here get out
              Posts: 649
              Ayyyy it's me, dude.

              Spoiler:

              Cook
              "Welcome back, my dear friends! Shall I put on some tea?"


              Name & Nickname: Axton “Cook” Cook, or maybe sometimes "Cookie".

              Age: ??? (About 42, mentally, but Dragons age weird, apparently. Blame Ray for making me write like twenty words or something for this. What a dork.)

              Species: Hydreigon

              Position in the Crew:Cook. Who saw that coming?


              Appearance:

              Spoiler:


              As to attest to his gentlemanly nature, the dragon often wears not one, but three top hats – one on his main head, and another two for both of his head-hands – along with a monocle to match for each one. The classiness of his attire may occasionally be offset by the apron he often forgets to remove, and the oven mitts that he wears over his hand-heads when he has been cooking or when they are on time-out for being naughty. Even in chef gear, however, his generally civil nature and nigh-faultless manners are a constant reminder that above any culinary exploits, he is first and foremost a refined and reputable ‘mon who never fails to carry himself with the utmost elegance.


              History:

              As a young dragon, Axton grew up as the second youngest of five children in the prosperous Kingdom of Myrdraeron. As part of the privileged Dragon-type upper-class, he and his four siblings were treated to the height of luxury and extravagance. With such a position, however, came expectations; each child was kept to a regimen of exacting standards, strict social conventions and rigorous education. A carefree childhood was a necessary sacrifice to ensure that each of the young dragons would be capable of becoming a worthy heir to the family name.

              It did not take long for Axton to begin developing an affinity for what his tutors would describe as 'unruly behaviour'. His inquisitiveness, a thirst for knowledge that could not be contained within the strict boundaries of his tutoring, was branded as insubordination and mischief. It was this ultimatum, attempting to squash the child's curiosity rather than encourage it with the proper guidance required to flourish, which only cemented the Deino's contempt for such educational discipline. To understand manners at home was one thing – lacking proper table etiquette could cause mess, and general politeness was beneficial to all involved – but to be so cold and obtuse, to be so willingly ignorant of all the unanswered questions, of the entire world that was outside of his house, of Myrdraeron, of Sonara... such a concept was unthinkable to Axton.

              The Deino's craving for adventure finally found traction in his adolescent years, during a transitional phase of his education. The young dragon insisted that he take a year to travel the world; he reasoned he could learn so much from the lands outside of Myrdraeron, then return armed with new knowledge to further his studies. In spite of his parents' initial hesitance, Axton was determined – thanks in part to his siblings going through similar transitional phases which likely distracted his elders, Cook was allowed to leave his home and venture out into the grand expanses of the Known World, so long as he was escorted by a small procession of guards.

              Axton found traction in his exploration early, evolving into a Zweilous almost as soon as he stepped foot outside of Myrdraeron. The young dragon's adventures took him down through Sonara to the South, where he was first exposed to outside opinions that perhaps the ANF wasn't quite the beacon of infallible justice that it had been made out to be. Naturally curious as the dragon was, the suggestion of a deeper truth to the conflicts between marines and pirates encouraged Axton to further test the boundaries of his relatively protective entourage, who naturally would rather their charge not become too sceptical of the ANF's reputation. When he evolved into a Hydreigon, however, the ability to fly rendered the efforts of his retainers to contain his wandering more-or-less futile.

              Cook's continued excursions afield would soon prove to be a problem. The dragon's nobility had made him a target worthy of a sizeable ransom, and straying too far from his retinue into pirate-controlled skies landed him in the lap of, of all possible 'mon, the notorious Pirate King Flint. While initially and rather understandably shocked, Axton's curiosity toward the swashbuckling crew soon instilled similar feelings in the pirates toward him. To think that a draconic noble would empathise with a piratical cause seemed out of the ordinary to say the least, but indeed, the Hydreigon's inquisitiveness into their cause had effectively lent him the symptoms of Stockholm Syndrome before he had even been captured. This peculiar situation earned Axton something of a rapport with the pirates of Captain Flint's crew, and the dragon's penchant for exploration and adventure meant that the pirates' way of life seemed very appealing to him, too.

              Many years have passed since that fateful day that served as Axton's introduction to the world of piracy. He never did return to his home in Myrdraeron, and instead made a new one sailing the grand expanses of the great Open Blue. Since then, much has happened in the dragon's life, yet he seems mostly forgetful on the subject of his previous exploits unrelated to cookery and instead, as ever, looks onwards to future endeavours. The Hydreigon who now prefers to be known as 'Cook' seeks to further his culinary exploits in a similarly intrepid vein as he has adventured in the past.


              Personality:

              Cook is a Hydreigon of somewhat eccentric nature; he may come off as perhaps a little loopy at times, but nonetheless polite and gentlemanly in most regards. At all times, even (perhaps especially) in the kitchen, manners must be minded, etiquette must be maintained and others must be treated with the utmost hospitality. The fact that his cooking is really quite stunningly mediocre (besides his skills at making tea, which are top-class) only serves to emphasise that being a gentleman comes before being a good cook to the Hydreigon.

              These standards, of course, only apply to the dragon himself. Cook is generally accepting of others and tries to be supportive of their attitudes, perhaps some way of showing his friends the support that he did not recieve as a child. When a loved one of Cook's is angry, sad, disappointed, or most any kind of negative emotion, the dragon is first in line to step in and offer a kind ear, some reassuring words and, obviously, a complimentary hot drink of the distressed's choosing. Even when it comes to strangers, Cook tends to defer to caring actions, and would rather assume the best of people. It is the Hydreigon's hope that in most cases if a 'mon is behaving discourteously, they are likely just having a bad day. Perhaps they could use a cup of tea? Being such a paragon of elegance, eloquence and calmness means that Axton's feathers (er, scales?) are particularly hard to ruffle, so it is very rare to see the dragon truly angry at anyone. The only ones berated to any serious degree for formal misconduct are the two of his hand-heads, Francis and Xavier, who are, technically speaking, merely extensions of himself anyway.

              The left head, Francis, is foul-mouthed and bad-tempered, rarely if ever providing anything of note to a conversation and occasionally a tad violent. He is an idiot, which is probably not all that surprising considering that he doesn't actually have a brain or any self-will at all. The right head, Xavier, is cunning and manipulative. The sly hand often tries to weasel his way out of trouble and constantly pins the blame for his actions on Francis. And it would probably work, too, if he weren't also a complete idiot. Thankfully, the heads on either side of Cook are often dormant. The Hydreigon is equipped with oven gloves – a convenience of being a chef – should either or both heads become unruly.

              In general, Axton is a jolly 'mon who treasures adventure and discovery in the pursuit of knowledge, which is the biggest contributing factor to his venture into piracy, but in getting older he has also gained a marked appreciation for the calmer sides of things. Sitting down with a cup of tea and a good book is now one of his favourite pasttimes, though it is still preferred as an action to rest inbetween more active pursuits. Cook's main dislikes stem from willful ignorance or closed-mindedness, but the dragon does also seem to be bothered by mention of his past piracy. He clearly holds far more credence in matters of the present and future than dillydallying over events gone before, which is perhaps why the Hydreigon is so forgiving. Perhaps, Arceus forbid, he was once even worse at cooking than he is now - with any luck, his crewmates can help him find his way to true gourmet perfection. Eventually.


              Ability: Levitate

              Type Mastery/Gift: Dragon Type Mastery

              Moveset: Hyper Voice, Work Up, Dark Pulse, Fly

              What is the Fifth Tenet of the Golden Code of Conduct?: Gotta be alert, boyz.

              Roleplay Sample: https://www.pokecommunity.com/showpost.php?p=9316167&postcount=364
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                #12    
              Old November 14th, 2016 (10:03 PM).
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              SV SV is offline
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              Join Date: Mar 2011
              Gender: Male
              Nature: Relaxed
              Posts: 3,372
              Name: Allen Canders

              Age: 42

              Species: Grovyle

              Position in the Crew: Doctor

              Appearance:

              Allen wears a once-expensive tie with a shirt over a vest, complete with a torn, battered coat. His clothing is shabby now, with tears across it, dirt everywhere, and a distinct alcoholic smell. Allen himself looks as if he belongs on the streets, or very well near them.

              History:

              Allen was born in Aerdom, Sonara, into an upper class family. Allen's father was well known and well-respected among the Sonarian nobility, having hosted and attended a variety of public and private fundraisers inteded to promote the Avian Naval Force and the Order of the Thousand Arms. As a military doctor himself, Allen's father expected Allen to follow in his footsteps and serve the ANF faithfully.

              Allen had not problems with that. Ever since he was young, he had dreamed of becoming a doctor to help people. Although Allen's father wanted him in the position to assert their family name, to have a steady, respectable income, and to continue in the family legacy, Allen himself was more interested in what he could do for others. Having grown up in a sheltered life, Allen hadn't been exposed to any of the negative talk about the ANF or the Order, so his decision to join was an easy one.

              Allen was educated in Tundara's University for Medical Sciences. He had studied rigorously, and was the top in his class. Many of his professors and advisers praised his medical capabilities. After medical school, Allen elected to join the ANF. He had no desire to harm anyone, but he went through the basic training regiment as was required. The training was much tougher for Allen than he anticipated, but he eventually managed to survive and become a full-fledged military doctor.

              Once in the ANF, Allen's talents were immediately put to use. He was sent on multiple missions as part of attachments of the ANF, mostly against sky pirates. Allen had seen much conflict, but he never faltered in his duties. He had gained quite a reputation for his medical prowess, with many of his superiors electing to put him more on the front lines. Allen didn't mind. He had developed enough skill to take care of himself on the battlefield, while still tending to those in need.

              While with the ANF, Allen had slowly gotten an opportunity to see other parts of the Order, some of which he didn't like. He slowly started to realize that the Order wasn't quite the benevolent, faultless organization he had assumed. He had seen throughout the various assignments with the ANF that they committed questionable acts, some of which bordered on 'atrocities.' He also noticed that some of the sky pirates he fought weren't quite the fiends they were made out to be either. Although he had his reluctance, Allen continued to work diligently for the ANF. He looked past many of their questionable acts by focusing instead on helping those in need.

              But as the weeks went by, and then the months, and then the years, Allen found himself less and less optimistic about the ANF and the Order. With each passing year, his opinion of them dropped and dropped. He found himself developing thoughts about whether they were an organization he wanted to be apart of in the first place. He developed tendencies of outright hatred at times toward their deplorable actions. Even helping others, the sacred act for him that always managed to make him smile and be in a good mood, suddenly started becoming sour. He realized that the damage the ANF was causing was so massive, that his helping barely did a dent.

              Allen started falling into bad places. He began to drink more. He neglected his duties. He started consuming cola berries. He talked back to superiors. Overall, despite his excellent skills, he was demoted twice, and court marshalled quite a few times as well. But deep down, he knew the ANF would never get rid of him because of the special talents he had, as well as the information he had with him on various experiments he helped conduct.

              But Allen was falling on hard times. His one true passion, the passion of helping people, was gone from him. He no longer had a real reason to be where he was. In fact, he thought on it more, and he began to realize he didn't really have a reason to live either. The one act he always loved, the act of helping others, was ruined for him by the ANF.

              And so, one day, he left. He left without a word, and he traveled without purpose, without destination, and without reason. His continuous use of cola berry and alcohol dwarfed his senses and damaged his mind. He wallowed away in spouts of anger, sadness, borderline instanity, and drink. Eventually, Allen decided (no doubt influenced by his constant lack of sobriety) that he was better of killing himself. However, no matter how many times he said so, he never could really bring himself to do it. It wasn't entirely that he lacked the stomach to do so, but more like his own arrogance had made him believe killing himself just plainly wasn't something he could accredit to himself for all the work he's done in the past.

              His road eventually took him to the Carojol Sea, where he drank himself multiple times nearly half to death, fought various interesting folk, and overall made a name for himself as the area's local drunk. Few, if any, knew of what he once was. Even he himself has all but forgotten that part of his life.

              Personality:

              Allen is very witty and snarky. But he is also dispiriting, bleak, and has quite a dark humor about him, although he doesn't make it a habit to tell much jokes. Instead, he relies on cynical and sarcastic back-comments. Overall, he's not a pleasant 'mon to be around because he rarely smiles, never looks on the positives, and always seemed to be either irritated or depressed. He is, however, well spoken and moderately cultured. His upbringing in the upper-class of nobility and his education is what he has to thank for that. Yet even so, he has long since abandoned the etiquette for tact and decides instead to speak his mind, for the most part. Having relied on drink and other substances for so long, he has long since disposed of any filter he has had.

              Allen does not abhor groups, nor does he prefer necessarily being alone. But he despises personal inquiries, and will often dismiss them by turning the conversation away, lying sarcastically, or making another snark response to dismiss the question. He never envisioned himself as a pirate. He isn't sure if he even classifies himself that way now. But he figures if there was any moderately interesting way for him to die, it may as well be like this.

              The biggest development goal I see for him is to alter his outlook on life. Right now, he more or less yearns, almost comically, for death. What I want is for him to find something once more to live for.

              Ability: Overgrow

              Type Mastery or Artifact: Grass

              Moveset: Protect, Quick Attack, Screech, Safeguard

              What is the Fifth Tenet of the Golden Code of Conduct?: Be Alert.

              RP Sample: https://www.pokecommunity.com/showpost.php?p=9484813&postcount=415
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                #13    
              Old November 15th, 2016 (10:45 PM). Edited November 15th, 2016 by Sweet Dreams.
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              Sweet Dreams Sweet Dreams is offline
              are made of these~
              • Crystal Tier
               
              Join Date: Jan 2008
              Location: a store near YOU!
              Nature: Adamant
              Posts: 720
              Ahhh I am really into this. Here's my expression of interest while I see if I can get an SU up, probably as an engineer or gunner if I can?

              EDIT: Out of curiosity, can our character still believe in the One Faith and Arceus but renounce the corrupt institutions involved? Or are they too intertwined for that?
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                #14    
              Old November 16th, 2016 (6:36 AM).
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              Foxrally Foxrally is offline
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              • Gold Tier
               
              Join Date: Mar 2013
              Location: On a Torterra
              Age: 19
              Gender: Male
              Nature: Naive
              Posts: 2,559
              I'd like to express interest for the position of gunner! Maybe a chespin with the bulletproof ability...
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                #15    
              Old November 16th, 2016 (7:01 AM).
              Dragon's Avatar
              Dragon Dragon is offline
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              • Battle Server Staff
              • Platinum Tier
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              Join Date: Sep 2013
              Location: Viridian City
              Age: 25
              Gender: Male
              Nature: Gentle
              Posts: 9,488
              Hey, hey, I'm interested as a Psychic! Will work on an SU. :]
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                #16    
              Old November 16th, 2016 (7:14 AM). Edited November 23rd, 2016 by Magnificent Magilou.
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              Magnificent Magilou Magnificent Magilou is online now
              Perfalmost Victory!
              • Platinum Tier
               
              Join Date: Nov 2010
              Age: 31
              Gender: Female
              Nature: Naughty
              Posts: 651
              Name: Nim

              Age: 19

              Species: Emolga

              Position In Crew: Sky Master

              Appearance: Nim has a small, tuft of bangs that sweep over her left eye. Just beneath the hair, one is able to make out a small eye patch that she wears over her left eye. The Emolga sports a small, hoop-styled earring in her right ear and wears a crimson red scarf around her neck at almost all times. She completes her appearance with a pair of tiny goggles that she wears on her head. Over her left shoulder, Nim wears a small travel bag that contains various tools to assist her in her job. These include common items like a telescope and compass, to more complex items such as an astrolabe. She also keeps several papers and drawing devices jammed inside in case she needs to start making a map on the fly.

              History: Nim was born and raised in the Carajol Sea area. She is the youngest of three siblings and was born into a rather well-off merchant family. Nim grew up living in the eastern half of the Carajol Sea area, where the sight of pirate ships were quite often to her. While her older siblings were quite interested in learning the ways of the trade from their father, Nim had never had any real interest in the ways of the merchant. She often found her father's lectures and way of life boring, and she constantly dreamed of a far more adventurous and exciting lifestyle. Of course, one could not blame Nim for having such a thought process, given where she lived. She was born mostly blind in her left eye, and as such constantly kept it bandaged so as not to damage it any further.

              Nim and her family made their home on Seafleet. Given the attraction of the mall, with its various shops, restaurants, taverns and the like, iit was not uncommon at all for Nim to see a multitude of ships coming and going at almost all times. While several of the ships were in fact fellow merchants and Marine ships, there was always the chance of the occasional pirate ship docking at the little port town, and it was on those occasions that Nim found her thirst for adventure and exploration growing to a point where they were practically bursting. She would often spend those days down at the docks, listening to the various crews exchange their stories about how they had managed a rare escape from the marines or about how they were on the trail to a legendary treasure that would surely fill their pockets with an endless supply of gold. Nim became so infatuated with their tales, that she would often slip out of her father's merchant-based lectures, just for the chance to hear an exciting new tale.

              Finding her fascination with these pirates and their tales to be a bad influence on Nim, her parents often sought different ways to try and come up with different ways to keep the young Emolga busy so she did not have as much of a chance to sneak down and listen to the latest stories of their adventures. This essentially came in the form of sending Nim to a university and receive a formal education. Initially, Nim was against the idea. She felt that being stuck somewhere, surrounded by books and lectures would be nothing, but a bore. However her tone quickly changed when she had a chance to study something she was not expecting, that being the field of navigation. Quite suddenly, Nim found herself completely enthralled with the subject. She found analyzing and looking over maps to be extremely fascinating. The thought that the entire fate of a journey could be decided based on wind patterns and weather was exciting to her, and Nim wanted to learn as much as she could about it all. Her parents found this harmless at the start. They found it was just Nim engrossing herself in a new hobby. Plus, it kept her away from the pirates and such visiting the Seafleet. They quickly found themselves changing their tune however.

              As Nim grew, her parents expected her to "mature" and settle down. Quite the opposite happened. As Nim returned home from the university life, her zest for adventure and the unknown only seemed to grow. The Emolga would often skip out on her family and merchant duties to do some exploring of her own. This usually involved her setting off from the Seafleet to explore some uncharted islands around the Carajol Sea. Nim was often very careful with her exploring, always taking the winds and weather into consideration before setting off on her mini-adventures. For a small time, her parents were often unaware of their daughter's sneaking off to embark in her exploration of the Carajol Sea. Nim was careful to try and keep it a secret as best she could, even going as far as to fake some numbers and figures to make it look as if she keeping busy with the business of a merchant. Her father began to grow suspicious over time when the numbers soon began to not add up properly. It did not take much longer for Nim to be caught, when her father happened to be waiting for the Emolga to return from one of these trips.

              Needless to say, this put her and her father at constant odds with each other. Her father was extremely disappointed with the girl, finding it to be a disrespectful method of life when she not only had been lying about her day, but directly disobeying his orders and wishes, choosing to be some sort of would-be pirate as opposed to the more respectable and steady life of a successful merchant. He swore by such a life, saying that a steady coin and secured place in the world would prove to be much more reliable in the end as opposed to that of an unpredictable, and scum-filled pirate life. Nim often argued that such a life was boring, however. She found that her father's life as a merchant resulted in more or less leaving him as a souless husk of an Emolga, and that he no longer had any true zest for life. Her mother often tried her best to calm the arguments between Nim and her father, but most of their quarrels often ended in the two not speaking to each other for often days at a time.

              Knowing that she would never truly have the chance to experience life for all it was worth, Nim eventually would come to run away from her home. The calling of the life of a pirate was simply too much for the little Emolga to pass up on, and she knew that she had to get off of that island and finally take her place in the world among the great and heroic swashbucklers. Of course, Nim realized right away that she had one issue in particular stopping her from obtaining that heavily desired life... she had no ship of her own. So, the little Emolga did the only thing she could think of... become a stowaway. Throwing all caution to the wind, Nim climbed aboard a visiting pirate ship that had docked at the Seafleet and before long she found herself finally leaving the home that tried so hard to keep her shackled to a boring and mundane life. Nim had no idea where she was going... but in her heart, she knew that it would be way beyond better than remaining a prisoner in her own home. Nim was not sure just how long she stayed hidden on that pirate ship, but eventually it did come to dock one more time... landing at Modistra.

              Personality: An energetic and easily excitable Emolga, Nim has a fascination with the unknown. Naturally curious, Nim is always ready for an adventure to experience new things and challenges. She tends to follow a rule of thumb of never giving up, believing that anything can be accomplished so long as one is truly willing to work hard at reaching a goal. To back up this claim, Nim always puts in all the energy and effort she has into even the most mundane of tasks. Nim cannot stand those who so readily throw in the towel, often going out of her way to try and encourage them to attempt every possible angle when trying to solve their problems.

              Because of her energetic nature, Nim is quite the talker and rarely ever sits still. She loves talking to those around her, believing that anyone around her is just a best friend in the waiting. Her hyperactivity tends to cause her to ramble quite often, going as far to completely go off topic from what she was originally speaking about with those around her. Nim also has a tendency to make very odd observations and even make up words, all while playing it naturally... almost as if those around her would know exactly what she was speaking about. She tends to be quite... bouncy under most circumstances. The only time Nim seems to truly come to a standstill is when she is sleeping, and even then her ears and/or tail have a habit of twitching. Much to dismay of those usually around her, Nim is quite gullible, often being fooled easily into believing the most wild of stories...

              Nim's dream of becoming a pirate revolves around exploring every nook and cranny of the world. She wants to go down in history as the pirate that found many lost relics and civilizations, all while making a grand map of the world along the way. She dreams of her name being spread around in various taverns and ports, becoming something of a legend among those of both pirate and civilian lifestyles. Most of all, she hopes that accomplishing this goal will allow her to be taken more seriously and gain her the respect she yearns for on a daily basis.

              Ability: Static

              Type Of Mastery Or Artifact: Flying

              Moveset: Electroball, Pursuit, Wild Charge , Light Screen

              What is the Fifth Tenet of the Golden Code of Conduct?: Be Alert!

              RP Sample: https://www.pokecommunity.com/showpost.php?p=9223090&postcount=7
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                #17    
              Old November 16th, 2016 (11:59 AM). Edited November 17th, 2016 by Foxrally.
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              Foxrally Foxrally is offline
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              • Gold Tier
               
              Join Date: Mar 2013
              Location: On a Torterra
              Age: 19
              Gender: Male
              Nature: Naive
              Posts: 2,559
              Alright, done! I really hope you don't mind the way it's written- and hopefully you enoy it :D

              Name: Frag. Can never understand purpose of second names, is people like gun model or something?

              Age: 19. Frag running out of body parts to count on.

              Species: Chespin. Frag wonder why he not evolving yet... Maybe late bloomer, yes?

              Position In Crew: Gunner!

              Appearance: Frag is mean machine bean of sexy, yes? Maybe got it from father. Or mother. Or both! Hah! Best joke! Also, don't touch bag. Frag will cut your hand.

              History&Personality: Frag has little care for past. Past is pointless and irrelevant. Just like rubble from big explosion, haha! But if you friend want to know, Frag will tell you. Come, come, sit! Frag don't bite. Pass drink, Frag tell better story when un-thirsty, yes? Now, where to start...

              Ah, yes, first memory of kid Frag is in Antara. In prison. Yes, is true! Since when borning is crime? I know, right? Maybe is. Frag never read prison rule book anyway. Antara is ugly place, people also ugly, laws must be ugly also. Mother was boomed up by prison guard, maybe, Frag never see her. He probably one of those killed when- Wait no, that comes later, yes. So, young Frag spend all little boy life in prison, yes? Get in trouble sometimes, prison fight, yadda yadda, very fun, very happy. Other boys in prison not like me, think Frag speak weird, yes? Frag say, "your face look weird, haha!" Get it? Because face of boy look weird when brain exploded out of head. Best joke, I know! Guards not think that.

              After, when Frag get bigger, guards move to bigger prison. Name was- haha, still remember it, best name- 'Child Correction Facility.' Best joke, yes? Person who gave name should become comedian. Inside carrot-tion facility, they try to teach Frag lessons! Can you believe! I know, me too! Crazy, yes? But in the end, Frag teach them lesson, haha, get it? Because Frag made them all explode to death? Haha, best joke, yes? You are very good listener, friend, Frag appreciate.

              After, Frag go away from Antara. -hic- Too many bad memories. Frag very emotional Chespin, yes? So Frag decide to embark in journey. Travel to best place for people like Frag- Osenia. You visit Osenia? Best place, yes? Best drink, best girls, best parties. Is like paradise. With guns. And explosions. Trip was very long and tiring, many months, yes? Travel not friendly to people like Frag. Frag learn some boat tips on there, so not full waste at least. But of course, when in Osenia Frag need to find job. Frag cannot be lazy bum! For one year, Frag work in tavern, yes? Was best job. Frag make good friends there. Some good enemies also. Until everything blew up to pieces. On bright side, Frag now know alcohol not mix well with seed bomb! On dark side, though, Frag now had to pay boss for explosion, yes? Not very fun. But Frag always come up with solution, as always! -hic- Frag very resourceful, with gun and with mind also. One of friends know a captain. Biiiiiig ship- not big and great like this, friend, no, captain monkey's ship is big and greater, yes- and also big crew. Maybe you know- oh, sorry, knew them, the Firemaws. Big angry fire bullies. Big crew of bad people. Bully Frag all the time because he is small. -sniff- I tell them joke about face- they tell me joke with punch to gut. Frag thinks, 'maybe pirate have different joke taste', yes? New to region after all, need to stop thinking like tourist, yes? So Frag spend months, months, making beeeeeest joke ever. Frag study from Firemaw gunner veeery good, yes? See how he handle the guns, see how he handle the bomb, yes? Then... in the middle of the night... Boom. Best. Joke.

              ...Frag likes to think they also laughing when it exploded. But Frag was laughing, so is what matters, yes? Also, foot fell off. Maybe happened sometime in between. -hic- Very painful, crawled for survival, yadda yadda, pfft. Boring, yes, moving o- oh, you want to see? Is not pretty look. Ladies not like incomplete Chespin nowadays, they only want full Chespin, you know? Haha! Here, look. Is like a big ball of cloth, yes? But underneath is stick. Frag become acrobat, haha! Best joke, Frag the acrobat! But then... Frag hears about golden pirate book! Oh, this book, best book ever! It buy stinky dead foot for soooo much money! See, I tell you, Frag know that pirate have different joke taste. Frag like your taste, you pirates. Frag also like money. Oh, you want to see? No, no, this was long time ago, months, yes? Frag had to use money. If not, bullies come back for it. Frag best economist - invest in best resources. Like explosion. No, not kidding, is right here- artifact of the explosion! Oh, come on, you know -hic- Frag not going to use. Probably. At least is keeping bullies away. That, and massive distance between this place and Osenia. Can never be too safe, yes? On good side, Carajol very pretty place. Best food, also best guns. Frag only been here for week, though. Maybe your ladies can convince Frag to stay more yes? Ha! And then after that... ah... maybe tell you about the time Frag ate a seed bo- Hey, is you listening? Hello? Why you leave? Frag said not going to use artifact!

              P-personality?! Excuse you, you talking to boy Frag, not girl Frag. Is you looking for fight or what?

              Ability: Bulletproof, but Frag think is Bouffalant crap. This foot not come off on its own, yes?

              Artifact: Explosion artifact. You want demonstration? No? Okay, let Frag show, at least. Is marvel of universe. No wonder they so expensive. Is like a crystal, but with a big boom trapped inside. It want to get out so bad, but crystal not let it. Crazy how nature do that, yes? What you mean, 'unsafe'? No, no, Frag keep artifact perfectly fine! You tell me, any place more secure than inside bag of bullets? Hmm? Hmmmm?

              Moveset:
              • Seed Bomb - Short range boom.
              • Pin Missile - Long range boom.
              • Fling - Think fast!
              • Bullet Seed - You can outsmart Frag, but you can't outsmart bullet.
              What is the Fifth Tenet of the Golden Code of Conduct?: Wait wh-what is thIS AN EXAM FRAG NOT PREPARED FOR THIS

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                #18    
              Old November 16th, 2016 (12:28 PM). Edited November 16th, 2016 by Ray Maverick.
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              Ray Maverick Ray Maverick is offline
              • Crystal Tier
               
              Join Date: Feb 2009
              Age: 22
              Gender: Male
              Nature: Lonely
              Posts: 3,353
              Thanks to everyone who's showing interest! You can apply as any of the following that you want: Gunner, Engineer, Sky Master, Psychic. Oh, and a reminder: I would like to be done with the Sign Up process exactly a week from now, since we're eager to start working on the IC. Either way, you all do your best <:

              @Sweet Dreams for sure, it's very possible to be part of the One Faith and denounce the corruption within the organization of the religion. Generally, all it takes for you to be part of One Faith is to believe that Arceus was the start of all; in this sense, most 'mon in the Known World, and I bet some of our crew members, will be part of the One Faith, maybe at varying degrees of religiousness and strength of faith.

              @Foxrally that drawing looks awesome! Ohh, sweet. To answer your question, since Chespins can't learn Spiky Shield, it would follow that yours couldn't either. We could work something out, though, since it's a bit of a special move; perhaps it was taught to him by a Chesnaught, and you'll have to explain that bit in his History section. You would also have to explain how a Chespin is physically able to use Spiky Shield - Chesnaughts have a shell-like body with spikes so it makes sense, so how would a Chespin use it? If you can describe how he uses it, I'm game with the move. If that doesn't work out, Protect is an alternative.
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                #19    
              Old November 16th, 2016 (5:30 PM).
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              Sweet Dreams Sweet Dreams is offline
              are made of these~
              • Crystal Tier
               
              Join Date: Jan 2008
              Location: a store near YOU!
              Nature: Adamant
              Posts: 720
              Oooh yes, cool!

              Another question though. I'm making a Marowak engineer. Can he wield a spanner in the way normal Marowak would wield bones? Like, use Bonemerang with it and everything. Or would he have to switch to an actual bone if he wanted to use that move?
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                #20    
              Old November 16th, 2016 (5:33 PM). Edited November 16th, 2016 by GastlyGibus.
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              GastlyGibus GastlyGibus is offline
              I can't hear ya, ya talkin' to me?
                 
                Join Date: Jan 2014
                Location: The city streets
                Age: 24
                Gender: Male
                Nature: Naive
                Posts: 170
                Reposting.

                Theme: Burden in my Hand

                "I ain't here to 'stick it to the man,' I'm not here to rebel, and I'm not here to be your friend. I'm here to make money. Understand that, don't butt into my business, and you and I won't have any problems. And for the love of Arceus, don't touch my toolbox."


                Name: Nicholas "Nick" Darcy

                Age: 24

                Species: Scrafty

                Position in the Crew: Boatswain

                Appearance:

                Spoiler:

                Picture done by Ray Maverick! Thanks, man!


                Nothing out of the ordinary, save for a plain, black cloth wrapped around the shed skin on his waist. Occasionally seen sporting a tool-belt when repairing the ship, but otherwise is a normal, plain-old Scrafty. Frequently seen with bandages, mostly on his fingers and hands from splinters.

                History:
                The first-born son of a modest family in Liverte, Sonara, Nicholas learned at an early age that if you want something done, you have to do it yourself. While he wasn't exactly poor, his family was one that worked hard just to make ends meet. In the end, they had a modest living, and one which Nick was grateful for.

                As a child, Nick was never very outspoken. He kept to himself, only making a few friends with some shadier 'mon who tended to skirt on the edge of legality. Though they never truly did anything illegal - seeing as they were young and only making trouble - they had various run-ins with law enforcement and other figures of authority. Nicholas was very much the bully of his peers during youth, with him and his gang pushing the other kids around for fun.

                When his father took note of his behavior, he encouraged Nick to try and take up a more wholesome hobby, and what better hobby than the family business of woodworking? Nick's father took him under his tutelage and taught him the finer ways of crafting. Nick took to it like a fish to water, and soon enough began making all kinds of projects and crafts, his father even selling them in their family shop and letting Nick keep the profits. Over time, Nick began to abandon his rebellious habits, pouring his stress into his work and being happier for it.

                For a time afterwards, their family lived in relative normalcy, the family business of woodworking doing enough to supply them with a decent living. Nick began to devote more and more of his time to his woodworking, just as his father, and the business began to grow. The Darcy family took comfort in knowing that, soon, their financial troubles would be a thing of the past.

                It wasn't until Nick was 18 years old that trouble reared its head. The Darcy family found their main supplier of lumber go belly-up due to a massive rotting of their wood source. A pest infestation had rendered their lumber supplier useless, and the Darcy family in turn had no one to supply them with new materials. They tried to keep up with imports from other countries, but the costs of importing proved to be too much. Rising costs meant rising prices, and the Darcy's soon found themselves in a stalemate; they couldn't raise prices or people couldn't afford it, but likewise if they didn't raise prices, the cost of importing would remove any profit to be made.

                As a result, the business began to decline. Slowly at first, but as their supply dwindled, they found themselves increasingly unable to afford the materials they needed. The family began to fall into austerity, and their quality of life began to fall as well. The family managed to get by, but that was becoming more difficulty with every new day.

                Furthermore, as if some malevolent force sought to ruin the family completely, the local pirates of Liverte began to demand more 'protection fees' from the Darcy's. While they had always come to shakedown the citizens for spare coin, their bolder efforts and higher 'fees' soon dwindled what little they had left in their pot to nothing. When they couldn't afford to pay any more, the pirates kidnapped and stole their second child, Thomas, as payment.

                With his spirit nearly broken completely and their family situation as grim as it was, Nick became jaded and cynical. He saw that continuing to play by the rules would lead to ruin. Because of this, he turned back to his roots in crime, contacting his old friends who had gotten involved in the seedy Liverte underbelly and dabbling in illegal trading and deals to make extra money for his family. Drug dealing and smuggling soon became second nature to the Scrafty, combining his old skills in intimidation and using the business sense he learned from his family in to firmly establish himself in the criminal underworld.

                Soon enough, though, an old childhood friend of Nick's, Jon, had managed to find him after years apart. As they exchanged their greetings, their current situations, Jon gave Nick a lucrative offer: To join him and become a pirate, and make more gold than he could dream of. While the thought of abandoning his family was almost too much to bear, the assurance of a wealthy payoff was worth the trade, in his mind. He joined up with Jon to become a pirate, promising himself and his family that, one day, he'd return with a fortune.

                Personality:
                While the phrase "do not speak unless spoken to" is often told to children to get them to behave, it functions as an accurate descriptor of how Nicholas acts. Seldom one to mince words, Nick prefers to keep to himself, keeping himself occupied with work and business rather than idle pleasantries and conversation. if he is spoken to, his responses are brief and straight-forward, sometimes sprinkled with a very sarcastic, dry sense of humor.

                It's not as if Nick is completely anti-social, it's just that his trust is hard to earn, and he rarely, if ever, opens up to people he doesn't trust. This can be a help and a hindrance both. As a help, it lends to him viewing any potential situation with a skeptical eye, pointing out any possibility of misfortune or defeat. But as a hindrance, his cooperation is almost non-existent, only working with his crew-members out of necessity and for a common goal, not out of friendship or camaraderie. Though he never seeks to pick fights with allies, his lack of communication often leads to him isolating himself and preferring to work on his own.

                What Nick looks for most is respect. For the Scrafty, respect is not given, it is earned, and if one can somehow manage to earn this respect, you'll in turn earn his trust, and in doing so, will find a silent but loyal friend. Of those few he trusts, Nick is very protective, often acting as a bodyguard without meaning to and keeping friends out of trouble if he can help it.

                Though silent, Nick is not uneducated. While it may not be book smarts, his time with his family's business and on the streets has allowed him the personal experience and wisdom to do well for himself, despite his relatively young age. When he's level headed, his eye for detail and good judgement make him a valuable ally, though when his anger is stirred, he tends to forgo this knowledge and lash out at aggressors.

                Ability: Moxie

                Type Mastery or Artifact: Fighting Mastery

                Moveset: Payback, Dragon Dance, Sand Attack, Headbutt.

                What is the Fifth Tenet of the Golden Code of Conduct?:
                Spoiler:
                V. BE ALERT
                "One must always keep their head about them - be battle-ready, or be tried for laxness."


                RP Sample: Right here.
                __________________
                "Johnny rocked that golden circle, and all those VIPs, and that music that had freed us became a tired routine.
                And I saw his face in close-up tryin' to give it all he had, and sometimes his eyes betrayed him, you could see that he was sad.


                And I tried to rock on with him, but I slowly became bored
                Could that man on stage with everything somehow need some more?"

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                  #21    
                Old November 16th, 2016 (5:46 PM).
                Ray Maverick's Avatar
                Ray Maverick Ray Maverick is offline
                • Crystal Tier
                 
                Join Date: Feb 2009
                Age: 22
                Gender: Male
                Nature: Lonely
                Posts: 3,353
                Gobs OOH sweet, brother!

                @Sweet Dreams that's a great idea! No, your Marowak can definitely use the spanner as a combat weapon to replace the bone. Definitely! I like that, in fact
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                  #22    
                Old November 16th, 2016 (7:35 PM). Edited November 16th, 2016 by Sweet Dreams.
                Sweet Dreams's Avatar
                Sweet Dreams Sweet Dreams is offline
                are made of these~
                • Crystal Tier
                 
                Join Date: Jan 2008
                Location: a store near YOU!
                Nature: Adamant
                Posts: 720
                Yay! I really liked the concept, so I'm glad you approve. xD

                Aaand I'm bugging you again with another quick question. Can they have both an egg move and a TM move in their moveset, or should I just choose one?

                Also I hope you don't mind, I'm taking a few liberties with "Cubone culture" if you will. If there's anything that you don't like in the final SU I'll happily change it xD
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                  #23    
                Old November 16th, 2016 (8:00 PM). Edited November 16th, 2016 by Ray Maverick.
                Ray Maverick's Avatar
                Ray Maverick Ray Maverick is offline
                • Crystal Tier
                 
                Join Date: Feb 2009
                Age: 22
                Gender: Male
                Nature: Lonely
                Posts: 3,353
                You can have as many Egg moves as you want, but only 1 TM. My thinking in restricting TM moves to 1 is that we, as pirates, will be looting TMs throughout the RP, so if you want more than 1 TM in your moveset, we'll have to arrange for your character to get it IC.

                EDIT: I don't mind the Cubone culture thing at all. I welcome you to take creative action (almost) as you see fit
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                  #24    
                Old November 16th, 2016 (10:43 PM). Edited November 20th, 2016 by Sweet Dreams.
                Sweet Dreams's Avatar
                Sweet Dreams Sweet Dreams is offline
                are made of these~
                • Crystal Tier
                 
                Join Date: Jan 2008
                Location: a store near YOU!
                Nature: Adamant
                Posts: 720
                Name: Kayri Merr, “Gadget” (professional alias), “Spanner” (local nickname)

                Age: 27

                Species: Marowak

                Position in the Crew: Engineer

                Appearance:

                Unlike most Marowak, Kayri wields not a bone but a spanner in her hand. Offensively, she uses it much the same way that normal Marowak would use a bone, but since it’s made from steel, it packs quite a bit more punch. She always has a pair of goggles on, usually resting on the top of her head. Her boots are solid-looking and dark brown with burnished bronze detailing, matching the thick, sturdy gloves that she wears. A bag with many pockets and slots can usually be found slung over one of her shoulders and resting on the opposite hip. Inside this bag are a lot of tools such as differently sized screwdrivers, pliers, blowtorches and other things that she might find useful. If she’s doing anything potentially dangerous or messy, like welding, she will put on a thick, fire-proof apron of hers. The apron also has pockets for many of her tools.

                If she’s staying anywhere for any length of time, she will take a chest with her. While it also has tools in its various compartments, its main compartment has its own lock that she almost never opens.

                History:

                Kayri was born in Tyrantria, Antara to a couple who were barely scraping by. A famine swept the city when she was young, taking her mother’s life with it. As was tradition, since Cubones wear the bones of their closest deceased ancestor so that they may be granted strength and protection, Kayri was given her mother’s bones. Her father, an incredibly pious man who wholeheartedly believed that the recent disasters were a result of Arceus’ wrath, made sure to impress upon her that though sinning brought disaster to all, the souls of the pure and faithful would reunite and rest with Arceus for eternity.

                With her mother gone, her father now had to both work for food and shelter and somehow take care of her at the same time. He was almost at his wit’s end when he found a Donphan who was willing to take her on as a young apprentice, as long as he was given a stipend of money to cover her living costs. The Donphan, known only as Gizmo, agreed to take her in at first, both because he found that there were certain things that his snout had difficulty working with, and because he was beginning to feel his age and wanted to pass on some of his skills and knowledge. Gizmo’s work could be described as tinkering more than anything else. He would fix whatever was given to him and would sometimes craft zany gadgets that were amazing to behold—if not very useful or practical.

                She spent most of her life working under Gizmo and they formed a deep bond that was almost parental in nature. A few years after her apprenticeship, Gizmo stopped taking money from her father, stating that she more than earned her keep. Her father couldn’t visit her very often, but would always tell her that they were connected under the eyes of Arceus. Eventually, in her mid teens, she was brought news of her father’s death. He had apparently been quite gravely ill for some time and had hidden it from her.

                It wasn’t too long afterwards that somebody working for the world renowned Artificial Xyloid Intelligence Systems group, better known as AXIS, discovered one of the silly gadgets that Gizmo made. Upon realising that it was quite expertly crafted, they tracked him down and began pressuring him to help them make machines of war under the guise of bettering their city. He resisted the offers for quite a while, but they began using underhanded means, affecting his business to such an extent that they were no longer attracting any customers. Gizmo was forced to leave, or starve. With no other family left, Kayri went with him, despite his protests. She was offered a scholarship education since Gizmo had learned his trade through less conventional means, which she took somewhat reluctantly.

                Kayri spent a few years learning everything about some of the best technology in the world, and the next half decade crafting airship engines and clockwork cannons for AXIS. While she was glad to be reunited with her mentor, Kayri had finally learned to pay notice to the world around her, and her suspicions that something was purposefully being kept from her deepened by the day. She saw the city deteriorate little by little, plagued ever more strongly by plagues and famine, as their weapons grew bigger and better. She watched as Gizmo was worked to the bone, his eyes tired and his movements getting ever slower. And she heard the terrible things for which her own precious creations were being put to use. All the while, she scrimped and saved and discreetly, in her spare time, built and tinkered with and built a little one-person airship. She knew that she could not stay there forever and pretend ignorance. Something was broken in the world, though she knew not what it might be, and something had to be done.

                Gizmo drew his last breath, and Kayri mourned. Soon after his death, she was approached by AXIS about the last project that Gizmo had been put in charge of. He had been building a special compass that would lead them to a little-known entity called the World Gear. Upon hearing that the World Gear was theorised to be a vital component of the world's ecosystem, all the pieces fell into place for Kayri. She wanted to find the World Gear as much as AXIS did, although she wasn't sure they shared the same motives for doing so. AXIS gave her their implicit blessing to use any means that she could to try and finish the project, including the possible need to venture into the black market to obtain things that were not legally available. However, AXIS made it known that they would not offer any extra support. She was expected to go it alone, which was more than fine by her.

                With all of Gizmo's unfinished blueprints in hand and all her worldly possessions--her airship, her parents' bones in a chest, and a modest amount of money that she'd managed to save--Kayri set off to find the different technologies and parts to complete Gizmo's work.

                However, skilled as she was, Kayri was no navigator. When the Skyway that she was surfing dissipated into nothing, she ended up hitting a Far Across Zone, with predictable results. It was pure luck that the ship made it to Modistra at all… though Kayri had been trying to get to Nautactus. But she made it there alive, her precious chest was intact, and while her ship was beyond repair, certain parts could still be salvaged. It could have gone a lot worse.

                Unfortunately this did leave her stranded with a limited amount of money. With few options available to her, she started a little tinker business out of an inn, bringing her story almost full circle.

                Personality:

                Methodical and meticulous, Kayri likes to break things down and see what makes them tick—then build them back up again, preferably better. She tends to reduce complex ideas into smaller and simpler parts. This has made her appear simplistic or immovable and thick-headed to some people, not helped by the fact that she simply lacks the ability to eloquently express her viewpoints to others.

                Kayri believes that all of life is like an engine. A fault in any individual part, without timely intervention, could eventually cause the greater whole to break down. To keep things working smoothly, whether it be your health, your friendships, or upholding your morals, requires constant work and maintenance. Kayri readily admits, of course, that she has little knowledge of the cogs that the universe runs on outside of mechanical creations.

                People tend to be surprised when they find out that she is quite deeply religious. She acknowledges Arceus as the creator of the universe and follows the One Faith, and her particular faith accepts most of the associated creation myths as being true and following the will of Arceus. To Kayri, ordinary Pokemon were created to maintain the world that Arceus left for them. Any disharmony or discord was a direct result of their own failures to do so. She feels in her bones that something has broken in the engine of the world and wishes to find out what it might be and what might be done about it. Perhaps it is the mythical World Gear that she had recently learned of, or perhaps the source of the corruption is even the Thousand Arms themselves, who she thinks may have strayed from the path of unity that Arceus intended. Whatever it might be, it is something that she is willing to devote the rest of her life to uncovering.

                Kayri is most definitely more comfortable fiddling with machines than with the intricacies of communicating with other living Pokemon. She can be blunt and thoughtless with her words and can only clumsily try to patch things up if she accidentally sets things awry. Despite not being hugely socially savvy, she does enjoy the company of others. She is, at her heart, empathetic and tolerant, even if it may sometimes take spelling out your actions or beliefs for her to understand them.

                Others find Kayri to be grounded and steadfast. There is a no-nonsense air to her and she will not rise to the bait or act out rashly based on her emotions. In fact, while she is fairly open about herself and her views, she can be difficult for many people to read as she keeps her personal feelings quite guarded. It is almost impossible for her to be anything but straightforward, though she has an unrivalled poker-face if the need for her to lie or deflect arises. (It probably helps that her face is literally a mask made of bones.) While she is nowhere near naive, Kayri tends to want to believe the best of people and will help someone in trouble even if she suspects that they might be using her or setting a trap.

                Ability: Lightningrod

                Type Mastery or Artifact: None

                Moveset: Focus Energy, Bonemerang, Headbutt, Fling, Iron Head, Flamethrower (TM)

                What is the Fifth Tenet of the Golden Code of Conduct?: Be Alert

                RP Sample: https://www.pokecommunity.com/showpost.php?p=7632582&postcount=96
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                  #25    
                Old November 17th, 2016 (7:23 AM).
                Razgrey's Avatar
                Razgrey Razgrey is offline
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                  I have absolutely no idea if I can even sign up anymore.
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