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[Resource] Dark Kingdom Soldiers

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Brilliant Moonbeams

Vice Captain

PostPosted: Sun Feb 28, 2021 1:49 pm


Intro to the Dark Kingdom


In a time far forgotten, a distant past lost to the ages, the Dark Kingdom brought about the downfall of the an era known as the Silver Millennium. Little is known when it comes to what brought about their own demise, as it is certainly not something that is spoken of freely, even among high ranking officers. Most of it is rumored to have been woven so deeply into various parts of human mythology that it took an archaeology team years to locate the Shrine of the Slumbering Queen -- the event of the century, something big enough that it should have made news world-wide, yet it was kept surprisingly silent.

Not to be confused with the Dark Agency, an underground organization rumored to have been active at some point in the 1980's, the Dark Kingdom is focused on history and the preservation of what once was. They are constantly in search of new talent to help them achieve their goals, frequently recruiting those with a passion for knowledge, personal growth and expansion. Dedicated to bringing out the best in everyone they have vowed not to stop until their work is done.

If that sounds as though it might be a good fit congratulations!

The Dark Kingdom Wants YOU.



Start Up Dark Kingdom Gear:

  • Communication Device
  • Introductory Training Weapon
  • Standard Issue Uniform
  • Divining Shard




Basic Information:

  • All who serve the Dark Kingdom are recruited. No matter what anyone else says, those welcomed into the Dark Kingdom are chosen, not corrupted. Imbued with strength and resilience, the Dark Kingdom seeks to bring out the very best in its soldiers and will not tolerate anyone who says otherwise.

  • The minimum age for Dark Kingdom recruits is 17. Agents under the age of 18 are permitted to go on reconnaissance missions but are strongly encouraged to stay out of battle. Any weapons provided to agents who are 17 are for defense and training purposes only. For this reason, it is the preference of General Kings to recruit those who have already come of age or who are within 2-3 months of their eighteenth birthday.

  • The Dark Kingdom acts as a militaristic organization. As representatives of the Dark Kingdom, all agents are expected to conduct themselves in a manner befitting their rank. Commanders are expected to guide and nurture those who serve beneath them to bring out their best, Captains execute tasks and assignments with diligence and Soldiers secure energy to bolster the Dark Kingdom's efforts and explorations. Disrespect and disobedience is not tolerated and will be addressed accordingly as situations arise.

  • The Dark Kingdom's current objective is: Protect World from Devestation

    Soldier: Energy Collection

    Captain: Energy Collection & "Assignments"

    Commander: Energy Collection & "Assignments" & "Overseeing"

PostPosted: Tue Mar 02, 2021 3:22 pm


Dark Kingdom Stages


Stage 1 -- Soldier ★


At this stage you are the bottom of the Dark Kingdom totem pole. You are a new recruit fresh faced and ready to serve. Right? Right.

The primary objective for all soldiers at the Soldier rank is training. Groan all you'd like, but you have to start somewhere. Soldiers who excel at their basic training will soon receive additional tasks which can include basic reconnaissance and energy collecting missions.

No Soldier is left to their own devices. All Soldiers will receive updates and communications through their communication devices and those who fail to respond in a timely manner will be brought in for further discussions with their superior officers.


Abilities:

  • Summon Basic Weapon - As a Soldier your basic weapon is intended, primarily, for training purposes. It is expected that you are just as likely to harm yourself as you are your opponent. As such, you can pick from one of the following weapons:

    Sword - Along the lines of a bokken, this, and other wooden sword replicas, is for soldiers who might fancy a bit of swordplay.

    Knife - Completely dull, this knife (or knives, for those interested in practicing dual wielding) has all of the weight of a real thing without the potential loss of fingers.

    Axe - Similar to the knife, the training axes are dull so as to avoid any accidents. Wouldn't want anyone losing their head while learning this weapon, would we?

    Bo Staff - Wood, and not of the collapsible variety. Learning to wield a staff can lead to a number of other two-handed weapons that offer extended reach at future stages.

    Club - All clubs at this stage are of basic design, generally sanded smooth although some may resemble more gnarly bits of trees. No spikes or metal, it's just about learning how to move with it in your hand.

    Bow/Sling - Arrows aren't tipped and slings are typically used to fling bean bags. Your ammunition is limited if this is your weapon of choice, but the reward of fighting at a distance is the trade off.


    These weapons are made of base materials and, while capable of doing harm, are not typically deadly. As such, they are often prone to breakage which is why Soldiers are the only stage where swapping to one of the available weapon types listed above is common from time to time until agents find out what really suits them going forward. If your weapon breaks during an encounter it is broken for good and you must summon a new weapon the next time you power up -- typically after 24hrs.

  • Strength Boost - Through rigorous training and Dark Kingdom enhancements, Soldiers are able to lift 1.5 - 2x's what they would be able to normally.

  • Stamina Boost - Soldiers find that when powered up they are not as easily winded when it comes to running and training as they might be were they to do the same activities as a civilian. They can go a little further and a little faster, giving them the confidence and the energy to do more.

  • Agility Boost - For those who have never tried it before, parkour seems more likely than it might have been before in regular civilian life when they are powered up. Things that didn't seem achievable before, like bounding up a fire escape and making otherwise intimidating leaps and bounds seem doable but may still require some practice for those who are on the clumsy side -- or for those who aren't daredevils.

  • Energy Drain And Aura Sense - Soldiers are able to use their divining crystal to vaguely sense auras, relying on its guidance to both guide them to and away from strong sources of energy. This same crystal can also be used to collect energy which is then returned to the Dark Kingdom for redistribution based on the needs of the Shitennou and their task groups.




Uniform Requirements:

  • Basics - All Soldiers are supplied with a basic uniform. They are able to choose from short sleeves or long sleeves when it comes to tops and slacks or a pencil skirt when it comes to bottoms. Basic uniforms come in six basic colors and Soldiers must choose one of them. An accent color is permitted for the piping, although it should reflect the coloration of the Soldier's assigned mineral name.

    User Image


  • Accessories - Gloves are permitted. Shoes are a Soldier's choice but should be functional and practical. Accessories such as jewelry and hair adornments should be kept to a minimum so as to avoid recognition as aspects of their civilian life. Socks, if visible, are generally of a plain dress variety and skirt-wearing officers typically wear tights ranging from nude to black.

  • Mineral Talisman - Upon recruitment all Soldiers are presented with a talisman containing a crystal/piece of the mineral they were named after that has been imbued with the energy of the Dark Kingdom. It is through this talisman that Soldiers are able to power up and it should be on their person at all times. When powered down it emits no signal, is not detectable by any other powered individual, and often has the appearance of an inherited piece of jewelry with little value other than sentiment.




★ ★ ★ ★ ★



Stage 2 -- Captain ★★


Congratulations and welcome to the next stage of your Dark Kingdom career!

At this point you have proven yourself to be worthy of additional power, and you know what they say about great power, right? With great power comes...

Consequences. [And you thought we were going to say 'great responsibility', didn't you...] The side-effects are subtle, to the point where they really aren't noticeable, but there is a price for drawing power from the Dark Kingdom. In order to grow, the energy has attached to a part of your personality and enhanced it. Whatever made you a desirable target for the Dark Kingdom to recruit is now accentuated. Those with a daredevil streak before might find themselves a little more chaotically reckless now. Those with a drive for knowledge might find themselves willing to go to greater lengths to get it. Whatever it attaches to, and the way it manifests, is unique to each soldier but its undeniable presence is there for everyone, helping push them further towards who they were always meant to be.

Ranking up also means that you gain some additional assignments as well -- like helping Soldiers and aiding your Commander. Hop to.


Abilities:

  • Summon Weapon - Upon promotion, Captains are asked to choose the weapon they would like to continue honing their proficiency with. A Captain's weapon will continue to progress with them through their Commander stage so it is very important that the weapon chosen at this stage is something one won't come to regret. A Captain's mineral talisman will be fused to their weapon, giving it the ability to be summoned or banished at will as an extension of their power at this rank.

    Weapons at this stage are capable of doing damage and should make sense as a possible progression from one of the basic weapons used for training purposes as a Soldier. A wooden sword might become a real sword, a staff might become a spear or a polearm, a club might become a morningstar or a mace, etc.


    Oversized Weapon - On the downside they're large and a little unwieldy. On the plus side they mean hard, heavy swings and more damage when hits land. Practice makes perfect.

    Ranged Weapon - On the downside they mean taking the time to recollect a limited supply of ammo once it wears out. On the plus side they mean keeping your opponent at a distance, striking fast from afar. How's your aim?

    Hand to Hand Weapon - On the downside they require getting in close and personal. On the plus side they require getting in close and personal. Win, win?


  • Stat Boosts - As a Captain, soldiers are now starting to show a better understanding of their original stat boosts. They are able to utilize the added strength, stamina and agility in ways that seem more natural -- especially for those who put in the extra time and effort learning how to make the most of them during their Soldier stages. [Think of 'free run' in Assassin's Creed, only it's the early games and sometimes you still run up the wrong wall...]

  • Teleportation - Captains are able to use some of the additional energy that has been imbued in them through their promotion to teleport. Mastering this ability isn't instantaneous and it does require focus in order to make sure one lands where they intend to. The process is taxing and can easily exhaust a Captain even after they've mastered the art. Teleporting during battle is strongly discouraged given the amount of energy it consumes and should only be used as a last resort for hasty retreats or as they progress in proficiency and move closer towards the rank of Commander it may be used to dodge an attack as well.

    Captains can teleport no more than a 1-2 city blocks in any direction and should not be teleporting anywhere they have not physically been before.

    Outside of battle, Captains may teleport as far as their home or the Dark Kingdom once it has been unlocked.

  • Group Energy Drain - At this rank, soldiers are able to slowly siphon energy from groups of 2-3 people at a time. This energy, once collected, is returned to the Dark Kingdom for redistribution based on the needs of the Shitennou and their task groups. Captains may be assigned to specific energy gathering operations if they show promise with their harvesting techniques.

  • Aura Sense - Captains have more of an understanding of how to use their divining crystal to sense auras, be they aligned with the Dark Kingdom or otherwise, using the additional power they've gained to help focus on what they're trying to find -- or avoid -- when it comes to strong sources of energy.




Uniform Requirements:

  • Uniform - At this stage the basic uniform starts to shift more towards a character's preference, the rank up to Captain providing them with the opportunity to express a bit more of their individuality. The base colors and piping should still be the same for this rank as their Soldier stage, with the overall look still leaning heavily towards a professional, military design. Even with uniqueness, a Captain's uniform should still leave no doubt that they belong to the Dark Kingdom. An additional personal color may also be added on to the uniform at this time. This color should compliment the Captain's other uniform colors while remaining dark enough to affirm their alignment.

    At this stage shirts may be visible beneath jackets, although they should still match the overall design -- tactical undershirts, button downs, etc. with colors no lighter than the grey or khaki of the basic uniform swatches.

  • Accessories - Gloves are permitted. Shoes are a Captain's choice but should be functional and practical. Accessories such as jewelry and hair adornments should be kept to a minimum so as to avoid recognition as aspects of their civilian life. Socks, if visible, are generally of a plain dress variety and skirt-wearing officers typically wear tights ranging from nude to black.



★ ★ ★ ★ ★




Stage 3 -- Commander ★★★

Welcome to the top of the food chain -- well, almost the top. At this stage you report directly to the Shitennou while everyone else reports to you. Commanders are expected to work with one another to promote training efforts throughout the lower ranks, collaborating on larger scale missions while further pursuing and embodying the goals of the Dark Kingdom. Those who have reached Commander rank have not only drank the kool-aide, they're invested in passing it around. Progressing through this stage means that the Shitennou may start to trust a Commander's instincts when it comes to recruiting new minions members. One day you might even be able to corrupt them on your own...

At this stage the side-effects that started to take hold at Captain stage are no longer subtle, but the strength of their hold makes it next to impossible to notice. Those who do notice generally only do so briefly, making an observation before moving on because the change is for the best. They fight for the Dark Kingdom because it simply makes sense to do so. The preservation of Earth at any cost is an acceptable reality, even if it means that they are more susceptible to suggestions from those at the helm of the Dark Kingdom. Everything seems possible. Everything is possible.

Strong Commanders will continue to strive for more whereas others may find that they are still in need of further guidance, which the Dark Kingdom will happily provide.

Abilities:

  • Summon Enhanced Weapon - Upon promotion, Commanders are provided with an upgraded version of the weapon they selected at Captain stage. Their mineral talisman remains fused to their weapon, giving it the ability to be summoned or banished at will as an extension of their power at this rank. At this stage additional enhancements are available as well... After all, what good is additional power if one can't properly wield it?

    Oversized Weapon Enhancement - Size doesn't matter, it's how you use it. For Commanders oversized weapons seem lighter, or at least far easier to wield than they were at the Captain rank. Commanders can swing faster and strike harder, making them a force to be reckoned with when they bring their weapon out to play. The threat these Commanders provide shouldn't be taken lightly.

    Ranged Weapon Enhancement - Boost to ammo capacity for bows and slings, ability to recall weapon back faster for bolas, boomerangs and other throwables. Less of a lag means more of an attack and better the overall advantage. These Commanders often prove that their opponents should pay very close attention to their surroundings as one never knows what direction an attack might come from.

    Hand to Hand Weapon Enhancement - For those who have opted to sacrifice their own safety for getting in close -- small daggers, tonfa, claws, brass knuckles -- the weapons themselves gain a charm that best reflects the Commander wielding them. A scratch might sting worse than it would normally, a slash from daggers might bring on a bout of nausea, a solid hit might leave someone feeling chilled. These effects mean that even if their swing isn't as hard, hitting their mark can still leave an impression.

  • Stat Boosts - At Commander rank, soldiers should have a full grasp on their original stat boosts. As such, they are typically able to lift 2-3x their normal capacity, they are able to move faster and more relentlessly while seeming nimble on their feet -- more so for those who have spent their previous ranks practicing. Some will call Commanders machines, but they've really just mastered efficiency.

  • Teleportation - Commanders are able to use some of the additional energy that has been imbued in them through their promotion to expand on their teleportation skills. Mastering the additional features of this ability isn't instantaneous and it does still require focus in order to make sure one lands where they intend to. As such, teleporting during battle is still strongly discouraged given the amount of energy it consumes. Even for a Commander it should only be used as a last resort for hasty retreats or to dodge a powerful attack. In dire circumstances a Commander can also teleport 2-4 subordinates based on how long they have been at Commander rank.

    Commanders can teleport no more than a 4-5 city blocks in any direction and should not be teleporting anywhere they have not physically been before.

    Outside of battle, Commanders may teleport as far as their home or the Dark Kingdom once it has been unlocked. It has been rumored that once the art has been perfected they might even be able to teleport further... Wonder if that would save on flight costs....

  • Group Energy Drain - At this rank, soldiers are able to slowly siphon energy from groups of 4-6 people at a time. This energy, once collected, is returned to the Dark Kingdom for redistribution based on the needs of the Shitennou and their task groups unless a Commander is collecting it specifically for their own project. Commanders may also come up and submit ideas for mass energy gathering operations if they have shown promise with their ingenuity and effectiveness throughout their energy gathering careers.

  • Aura Sense - Commanders no longer need to use a diving crystal to sense auras in an immediate area, although they may still use one for training purposes or to strengthen their focus on a specific target not aligned with the Dark Kingdom. At this stage they are also able to differentiate between auras to the point where they can pick out those belonging to their subordinates, making it easier to coordinate recon, rescue and follow ups with those who have not checked in.





Uniform Requirements:

  • Uniform - At this stage a Commander has proven that they can stand out in a crowd while also maintaining their support of the Dark Kingdom's goals. Their uniform now reflects their preferences almost entirely, expressing their individuality while confirming their dedication to the whole. The base color of a Commander's uniform may change at this stage, although their primary and secondary colors should remain the same as their Captain and Soldier stages. The new base color should compliment the pre-existing colors while not being any lighter than the grey or khaki of the base swatches. Even with the Commander's preferences in mind, their uniform should still lean heavily towards a professional, military design, leaving no doubt that they belong to the Dark Kingdom.

  • Accessories - Gloves are permitted. Shoes are a Commander's choice but should be functional and practical. Accessories such as jewelry and hair adornments should be kept to a minimum so as to avoid recognition as aspects of their civilian life, although at this stage there may be adornments specific to their powered attire. Socks, if visible, are generally of a plain dress variety and skirt-wearing officers typically wear tights ranging from nude to black. All Commanders should have a cloak, cape or capelet as an additional designation of their rank.




Brilliant Moonbeams

Vice Captain



Brilliant Moonbeams

Vice Captain

PostPosted: Tue Mar 02, 2021 3:25 pm


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PostPosted: Tue Mar 02, 2021 3:26 pm


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Brilliant Moonbeams

Vice Captain



Brilliant Moonbeams

Vice Captain

PostPosted: Tue Mar 02, 2021 3:27 pm


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