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RK Revised

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#1Kon 
Online

RK Revised Empty Tue Aug 22, 2023 1:48 am

Kon

Rune Knights





The Rune Knights are a powerful organization that oversees and protects various countries within the continent. Owing to its broader recruitment policies, the Rune Knights have some of the most diverse bases both cultural and racial. Previously restrictions were placed upon various dark races, however, due to recent wide-scale revisions within the organization these were expunged entirely by relying on the goodwill of those who joined the Rune Knights rather than using dated arbitrary, and racist policies that would target commonly the most vulnerable in the community.

Recruitment was one of the dozens of reforms that were undertaken with a recent meeting of the High Council prompted by Lord Albert Eswald, a significant figure within the organization who led the Rune Knights during the chaotic times prior to the revolution. These changes also included a more direct approach with criminals resulting in the further arming of Rune Knights alongside the restructuring of the ranks within the Rune Knights themselves. The last of which held a significant impact in the organization with many members being technically demoted whilst retaining their existing title formally.

The Department of the Rune Knights, formerly divisions within the organization that focused on the specific talents of members, were not immune to the revisions. These changes included the incorporation of the Department of Interrogation, and Secret Services into the Ministry of Communication, whilst the Department of War and Department of Information were renamed into the Ministry of Warfare and Ministry of Research & Development. Each ministry is led by a Colonel. The user may choose the ministry when it becomes available to them by posting in the Guild Review but may not change their choice once they have chosen. Users may join a different ministry when they progress in the rankings of the Rune Knights.

Perhaps the most impactful of the changes was the increased centralization efforts in the Rune Knights hierarchy with the introduction of a General who directs the Rune Knights in the absence of the Magic Council and oversees affairs beneath them. This title was granted to Konstantin Sokolov, a previous member of the Rune Knights who returned to the organization as a provision to the incorporation of the Collective Mind into it. Denoting the introduction of the information-focused guild into the Rune Knights, the organization's official color was changed, from the royal blue of old to the gold of the COllective mind, to acknowledge their contributions to the magical sciences.

Regulations


  • Members cannot have a bounty, should a prospective member have a bounty they must go through the process of removing it.

  • The user may not take any Bad Quests.

  • The user is not allowed to break any of the council-set laws.

  • The user must never reveal sensitive information about the Rune Knights to others for as long as they live.

  • The user must never use former contacts met through their being in the Rune Knights for personal gain.


Limitation


  • Users can select the Rune Knights instead of a Guild when creating their character to start out in the Rune Knights as a Private. It is also possible to become a member of the Rune Knights later on but the user will start out as a Private regardless of their rank.

  • Leaving the Rune Knights reduces the user's ranking by two ranks meaning that rejoining the Rune Knights requires the user to rank up from a lower rank.


Headquarters





The headquarters is located on top of the mountain in the heart of the city in Era, and it features a jagged pathway that encircles the circumference of the mountain as an entrance into the headquarters. The town is surrounded by forestry and snow-peaked mountains, which can be seen from the meeting room. The building has a very large facade, with the main part of the headquarters being flanked by two wings, further elongating the facade in a whole.

Research Facility





Formerly, the Collective Mind's guildhall, Construct #1 is a large floating structure that curiously enough can often be seen hovering at different locations through Earthland, on a surface level the Grand Library is known to host several serene gardens, for even the most dedicated of researchers sometimes needs a moment to relax amidst some tranquility. Beyond the gardens, there are also several sections that resemble the natural habitats of a reservoir, small lakes, and lush parks.

Within the structure itself, there are various research facilities where Rune Knights frequently investigate ancient relics or work on creating innovative projects such as the Dominator. This section is commonly only accessible to members who are at least Major in rank. Finally in the deepest reaches of the structure, one will find a facility dedicated to the personal endeavors of each of the ministry. Due to the complex, and often dangerous research that is conducted there, those facilities are considered off-limits to those who do not have clearance.

Leaders





After the restructuring and rebranding of the Rune Knights, the position of a leader within the organization was created in the hopes of encouraging a sense of faith within the system once more. This position as the General of the Rune Knights was awarded to Konstantin Sokolov, a former member of the Rune Knights who served during the revolutions in Fiore, later fighting in the holy war before becoming disillusioned with the law. After years of briefly being a member before leaving months later, he returned proposing an audacious suggestion leading to the reforms that are seen today.

Though he is now officially the leader of the Rune Knights, they and by extension, him still ultimately serve at the discretion of the Magic Council. The council is an organization that reigns over the Rune Knights and enforces the law. It is composed of both Rune Knight members and non-Rune Knight officials. Even in the Council, there are political games being played among a few members. These positions are gained with the death or resignation of existing members with terms lasting for the remainder of their lifespan.

Ministries



Minstry of Communication:
  • Name: Thought Projection
    Rank: S
    Mana Cost: 1000
    Requirements: Ministry of Communication
    Type: Supplementary
    Element: Arcane
    Range: Self
    Cooldown: Once per month
    Duration: Sustain
    Effect: The user closes their eyes and enters a meditative state in which they disconnect themselves from the world around them. The user then creates and conjures a projection of themselves elsewhere in the world, where they are capable of hearing, sight, and speech only. They cannot physically interact with the world around them, meaning they cannot attack or cast spells. Meanwhile, the projection can not be directly harmed. For the projection to succeed it must be somewhere they have either been before or someplace someone close to the user is present. This spell cannot be used in a thread where the user is present.


Minstry of Warfare:
  • Name: Ultimate Defense
    Rank: S
    Mana Cost: 1000
    Requirements: Ministry of Warfare
    Type: Supplementary
    Element: Arcane
    Range: Self
    Cooldown: Once per month
    Duration: Instant
    Effect: This user presses their head on the temple of their skull creating a vast magic circle around, this will temporarily cause them to become immune to any damage they would have otherwise received, however, they are made immobile when this effect is in play equivalent to a binding effective equal to their rank scaling up to Z-Rank.


Minstry of Research & Development:
  • Name: Copycat
    Rank: S
    Mana Cost: 1000
    Requirements: Ministry of Research & Development
    Type: Supplementary
    Element: Arcane
    Range: 50 meters
    Cooldown: Once per month
    Duration: Instant
    Effect: The user is capable of copying any magical spell that they see within the spell range and casting it as though it were their own, This may only be done once and within the same topic, casting the copied spell costs base mana to do so and is not by any modifiers that the user or target possesses. If the user is an adventurer then they may copy an item spell instead. Should the copied spell be sustainable, they must pay 1.5 times the base cost of the spell.




Last edited by Kon on Sat Aug 26, 2023 5:18 pm; edited 23 times in total

#2Kon 
Online

RK Revised Empty Tue Aug 22, 2023 1:48 am

Kon

Private





Following the restructuring of the Rune Knights, Privates formerly referred to as Pages are the lowest-ranked members within the organization, recruited from the general public and local law enforcement. These privates are normally tasked with more menial roles though can be seen swiftly scaling the ladder of hierarchy within the Rune knights if they have the aptitude. While they are arguably the weakest of members, their quantity is their strength with them making up more than 50% of the Rune Knights. Coming from across the continent these Privates are first trained locally however will travel to their respective capitals should they pass the various trials they face each time they wish to be promoted. Privates will typically serve where they were recruited only following their training will they be moved onto other regions of the continent

Corporal





After being formally trained and spending significant time as a Private, members in the Rune Knights gain the title of Corporal. Following receiving this title, corporals will become responsible for a small ensemble of privates acting as their chief officers, however, are generally mocked by both their lessers and superiors. Due to the harsh nature of the training required to become a corporal, they make up approximately 15% of the Rune Knights overall. Holding minimal influence within the Rune Knights, Corporals are given commands to follow and delegate in a compartmentalized fashion being provided solely what they need to instruct and lead their group in the area.

PERKS:
  • Sergeants receive an additional 10% jewels from completing Good and Neutral Quests.

REQUIREMENTS:
  • The user must be Lvl. 1 in the Rune Knights.


Sergeant





Upon obtaining the title of Sergeant, you truly become recognized within the Rune Knights though still falling short compared to your superiors. Leading both Corporals and Privates, you gain far more responsibility for the people below you but also become more informed about plans. Though still largely in the dark about affairs afar, you have proven yourself worthy amongst the Rune Knights and can bend the ear of any local official in your area.

PERKS:
  • Sergeants may purchase the Dominator in the Gun section of the thematic shop which may be purchased at a 50% discount.

REQUIREMENTS:
  • The user must be at least Lvl. 2 in the Rune Knights.
  • The user must be at least C-rank.

Captain





The title of Captain is earned after serving the Rune Knights and being recognized both in strength and going above and beyond their duty to their country and the organization. Upon gaining the position, captains will commonly be reassigned to different countries that are facing hard times to offer their support and restore the public perception of the community of the Rune Knights. Arguably one of the more dangerous positions due to the inexperienced nature of a captain, casualties and grievous injuries are not uncommon however thanks to advanced medical treatment and augmentation, fatalities have been significantly reduced in the past years. While you are now an active combatant in an assigned area, you are far from a veteran and there are many whom you serve under.  

PERKS:
  • Captains are always called Captain (or Cpt.) followed by their name by anyone ranked lower than them.
  • Captains receive a 20% word reduction on completing quests.

REQUIREMENTS:
  • The user must be at least Lvl. 3 in the Rune Knights.
  • The user must be at least B-rank.

Major





Ascending up the ladder of hierarchy with the Rune Knights becomes an even greater challenge at this point with hurdles. This is most evident with the disparity of numbers between the officer ranks of captain and higher compared to Sargeant, this becomes even more pronounced when comparing the numbers of Captains and Majors in the Rune Knights. A position gained through an assortment of tasks such as the need for sponsorship from a high-ranking official as well as simply being lucky enough to be scouted by senior members of the Rune Knights. Vastly more independent than the lower-ranking members prior, Majors may be tasked with voluntary missions that need to be handled with discretion and without tying the name of the Rune Knights to them.

PERKS:
  • Majors are always called Major followed by their name by anyone ranked lower than them.
  • Majors now have access to the Lethal Eliminator mode of the Dominator.

REQUIREMENTS:
  • The user must be at least Lvl. 4 in the Rune Knights.
  • The user must be at least A-rank.

Colonel





Colonels are the second in charge just under the General receiving commands from them whilst carrying out their own internal objectives. Besides the General, Colonels are the smallest group within the Rune Knights having enough power to depose the Generals themselves through the Magic Councils' consent. Colonels are said to be some of the most powerful public individuals to live within the continent capable of destroying entire countries albeit with great difficulty.

PERKS:
  • Colonels are always called Colonel followed by their name by anyone ranked lower than them.
  • Colonels now have access to the Destroy Decomposer mode and Forced Activation spell of the Dominator.

REQUIREMENTS:
  • The user must be at least Lvl. 5 in the Rune Knights.
  • The user must be at least S-rank.

General





Upon restructuring the Rune Knights, the title of Kingsguard was changed from a rank within the organization to an honorary title that may be presented to a person by a ruling monarch. This was prompted by the introduction of the centralization of power under a General appointed by the Magic Council who would enact their will at their own discretion for the betterment of the continent at large. A relatively new position, the General of the Rune Knights holds immense power within the Rune Knights capable of ignoring the Magic Councils' direct wishes albeit for a short time.

PERKS:
  • Construct #1 is a forever-moving object capable of moving once every 3 months to a different country at the General's discretion. Majors have an innate knowledge of where the guildhall is at any moment and may roleplay anywhere within the island's current location.

REQUIREMENTS:
  • The user must have reached the Colonel rank.
  • The user must have a minimum of 25,000 Fame.
  • The user's Fame must be at least two times their Infamy.
  • The user must be at least X-rank.

NOTES:
  • This title is appointed through the Magic Council and can only be replaced through a direct appeal to them by a majority of Colonels of the Rune Knights or upon the death of the current General.



Last edited by Kon on Tue Aug 29, 2023 7:05 pm; edited 6 times in total

#3Kon 
Online

RK Revised Empty Sat Aug 26, 2023 8:28 am

Kon


General


Name: The Dominator

Slot: Weapon

Handling: One-Handed

Type: Gun

Class: Mythic

Quantity: Limited

Element: Arcane

Durability: 3x S-Rank

Details


Description: The Dominator is a recent introduction into the arsenal of the Rune Knights made possible through the combined efforts of the Ministry of Research & Development and the Ministry of Warfare. Utilizing technology from the Talaz recovery program, the ministries created a powerful yet portable gun that many Rune Knights wield to combat crime. Both professional and yet stylish, the Dominator comes in a variety of styles with the grip being commonly made out of wood or rubber, the remainder of the firearm is blued metal and is powered by a core said to come from the fractured sky but may also use the wielders own magical powers if needed. Bonded to the Rune Knight upon wielding their respective dominator for the first time, it becomes impossible for others to use if they fall into their possession.

Extra


Requirements:
  • The user must be a Rune Knight to obtain and use this item.
  • The user must reach the ranks of Major and Colonel to use the Lethal Eliminator and Destroy Decomposer effects.


Effects


  • Identification: Whilst equipped the user is able to detect other people's reputations and if anyone has a fame to-infamy ratio below 50% they will be marked in red and become a target allowing for the use of Lethal Eliminator and Destroy Decomposer modes to be used on them.
  • Concealed Carry: The Dominator does not count towards the weapon slot of the user.
  • Lethal Eliminator: Upon detecting a target that meets the identification requirement, the Dominator may be transformed into the Lethal Eliminator mode gaining a more hostile appearance causing the shots from it to become enhanced causing them to penetrate through armor and deal damage to both the target and their equipment for one rank lower.
  • Destroy Decomposer: Once a Rune Knight has enough access and encounters a target that meets the identification requirements the dominator may be transformed into the Destroy Decomposer Mode. When in this mode, it gains the properties of the Lethal Eliminator and can cause the shots from the dominator to become AoE upon hitting the target by paying the base cost of the spell, this effect however may only be done up to three times per turn.


Spells


  • Name: Dominator Single Shot
    Rank: D
    Mana Cost: 25
    Requirements: The Dominator
    Type: Offensive
    Element: Arcane
    Range: 10 Meters
    Cooldown: 1 Posts
    Duration: Instant
    Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.

  • Name: Dominator Single Shot
    Rank: C
    Mana Cost: 50
    Requirements: The Dominator
    Type: Offensive
    Element: Arcane
    Range: 10 Meters
    Cooldown: 2 Posts
    Duration: Instant
    Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.

  • Name: Dominator Single Shot
    Rank: B
    Mana Cost: 100
    Requirements: The Dominator
    Type: Offensive
    Element: Arcane
    Range: 15 Meters
    Cooldown: 3 Posts
    Duration: Instant
    Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.

  • Name: Dominator Single Shot
    Rank: A
    Mana Cost: 200
    Requirements: The Dominator
    Type: Offensive
    Element: Arcane
    Range: 20 Meters
    Cooldown: 4 Posts
    Duration: Instant
    Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.

  • Name: Dominator Single Shot
    Rank: S
    Mana Cost: 500
    Requirements: The Dominator
    Type: Offensive
    Element: Arcane
    Range: 25 Meters
    Cooldown: 5 Posts
    Duration: Instant
    Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.


  • Name: Dominator Forced Activation
    Rank: S
    Mana Cost: 10% of the user's total base mana pool
    Requirements: The Dominator
    Type: Supplementary
    Element: Arcane
    Range: Nil
    Cooldown: 5 Posts
    Duration: Sustain
    Effect: Once obtaining access to the Lethal Eliminator and Destroy Decomposer modes by ranking up in the Rune Knights, the user may override the limitations of the identification perk allowing them to use the Dominator against targets that do not meet the requirements. Doing so will cause the gun's glow to shift from blue to red denoting its improper usage, due to the destructive nature of the dominator, it only becomes accessible to Colonels within the Rune Knights.

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