KINGDOM HEARTS
Strength Within
Introduction:
Sora’s adventures were not the first time the Heartless have tried to capture the Hearts of the Worlds. Nor will they be the last. Each time the Heartless invade, they carry the same goal. And each time, a hero is brought forth to shed light into an endless sea of Darkness.
Keymaster:
The one that has the strength to stop the Heartless is the Keymaster. Keymaster, Keybearer, he/she has many names. This is a person who’s Heart has enough power to attract the Keyblade to it. At times, when the call has been great enough, there has been a Trinity of Keymasters, but this is rare.
Guardians:
The ones who protect the Keybearer. They can be of any number, but must have strong enough Hearts so that the Keyblade can draw strength from them.
Keyblade:
The Keyblade draws its strength from the Keybearer. If it is stolen, the Keybearer can call upon the strength of his Heart to bring his Keyblade back to his hand. The Keyblade can also be stored inside the Keybearer’s Heart, so that he doesn’t have to carry it around everywhere. He simply calls it forth when he needs it.
Single Keymaster:
If the party has only one Keymaster, then his Keyblade is simply the sword we saw Sora carrying. This Keybearer relies heavily on the strength of his Guardians to help him in his battle.
Trademark Ability: Trinity Limit-The Keybearer draws upon the strength of his Guardians and Himself to unleash a wave of pure energy that destroy all but the strongest Heartless in the area. This ability saps a great deal of strength from the Keybearer, and leaves his Guardians rather winded as well.
Keymaster Trinity:
If the tide of Heartless is too strong for one Heart to contend with, the Keyblade will seek out three Hearts. These three Hearts are usually already bonded to one another. They might be siblings, close friends, or comrades that met in war. The Keyblade divides its power into three outlets: the Sword, the Shield, and the Staff.
Sword:
This Keybearer is the most aggressive of the three. He has little care or need of magic, and prefers to deal with problems with his blade.
Trademark Ability: Strike Raid-The raw strength of the Sword’s Heart allows him to throw his Keyblade at enemies, and then recall it to his hand instantly, then throw it again. This is not very difficult, but requires concentration and accuracy.
Shield:
The second manifestation of the Keyblade in the Trinity is the Shield. He is not as strong as the Sword, nor as wise as the Staff. The Shield cares more about protecting his friends than defeating an enemy. He would most likely be the most diplomatic and charismatic of the three.
Trademark Ability: Big Guard-The Shield draws strength from deep in his Heart and creates an armor of pure energy to coat each of his companions. The Shield cannot attack while doing this, or shield himself, but those that are shielded are virtually invulnerable.
Staff:
The Staff is the strongest in magic of the Trinity. He is not very skilled in melee combat, but can accomplish just as well with a Fireball what Sword can with his blade. He cares about knowledge, often asking the questions like “why are we here” and “what is a Heartless, really?” He may not have the people skills of Shield, but his wisdom and quick wits are more than a match for most situations.
Trademark Ability: Summon-there are beings on Worlds that are devoured by the Heartless that simply refuse to give up. If they cannot manifest themselves on a new World (Sora got to Traverse Town), then they will eventually find there way into Staff’s Keyblade (or Keystaff, really). Staff can then call upon their strength to either enhance his own, or use power in his heart to allow those beings to manifest in battle alongside him temporarily. This power saps all the magic power out of Staff for a considerable time.
Guardians:
Classes of Guardian are virtually limitless because there are no classes. Simply whatever your background is will yield your skills. Are you a hunter from Destiny Islands with little knowledge of magic, but can hit any target with your bow? Or maybe Mulan’s fellow soldiers from the world of Ancient China. You can be from any of the known Kingdom Hearts Worlds, or from one of the Disney Worlds (pretty much any Disney movie is fair game). Be creative.
Worlds:
Destiny Islands: Even though we only see a few kids in the games, Destiny Islands is actually a largely populated World. There is not a great affinity for magic here, but skill with primitive weapons (bows, swords, clubs, etc) is prominient.
Traverse Town: Few people are actually from Traverse Town. They have all come from another World. It is, however, a great place to hone your skills, as many travelers from other Worlds stop in on Traverse Town for a while at some point in time.
Hollow Bastion: A world strong in magic and strong Hearts are in no short supply. Here is where you’d find most of your mages and paladins and the like. You could even have learned your skill from a Final Fantasy character from this world.
There’ll be more information once I get interest or someone asks a question. Decide amongst yourselves who wants to be the Keybearer or the Trinity thereof. This game will start after the Heartless have already begun to invade again, so you all know each other and have already agreed to join forces to stop the Heartless. Chat with each other. Incorporate each other into your backstories.
Format for character creation is as follows:
Name:
Age:
Physical Description:
Class: (Keybearer or Guardian. If Trinity Keybearer, which one? For Guardians, just give a basic one/two word template that your character is based on)
Equipment:
Backstory: (be sure to include your motivation for wanting to stop the Heartless. A driven Heart is a strong Heart. This can be as simple as knowing it’s the right thing, to “the Heartless corrupted my Father and he killed my family”.)
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