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Posted by | Journey [game] roleplay (interest check) |
![]() Charley [Force Ghost] (side) ☕ (#24511) Evil View Forum Posts ![]() Posted on 2016-01-22 15:19:47 |
I've searched the boards and did not see any threads made, so I thought I'd just give it a shot, plus I've been quite obsessed with the beautiful game lately. As always, preferably 1x1s, either through PM or thread, doesn't matter which. I'm down for talking more minor ideas if the other member wants, or has an idea they want to share. ------------------------------------------------- My only requirements for this roleplay would be for the characters to either; chirp, sing, etc. - Echo sang to the traveler standing in the lead. No said, yelled, growled, etc, as they do not do those things in-game, only musical tunes, and the like. This is my first time doing this as well, and I'd like for my rp partner to do the same, please. At least in this roleplay; Spotting a lone figure up ahead, Echo, slowly rises back up to it's feet, and heads off into the direction of the other traveler. [Hello there, weary one! Might I accompany you?] The White robed figure chirped, hoping to catch the attention of the other. <-- It seems more fitting since they cannot actually produce human speech. Putting the brackets in bold is optional of course. ------------------------------------------------- An easy plot that popped in my head: Not one to have it's journey ended so soon, Echo has refused countless times to enter the Summit, be it with a fellow traveler or alone. Since obtaining the White Robe, Echo has instead taken it upon itself to act as a sort of guardian to any Red robed companions it may come across on it's travels - only accompanying them as far as the top of the Summit, however. Though Echo enjoys the company of others, it never allows itself to grow too attached to it's companions - knowing their fate atop the Summit long before they know it themselves. The fact of sharing a close bond that grew throughout the entire journey, then allowing for it to leave forever would just end up being too heartbreaking. However, what happens when Echo comes across one such traveler that manages to capture it's heart? Will it leave them to their fate at the Summit's entrance or break them from the endless cycle of reincarnation? ----------------------------- Name: Echo. Age: 200 years. Male/Female/Genderless: Genderless. Rank: (Red or White Robe) White Robe. Robe color: (Optional) White with gold designs. Robe design: (Level 1-4) Level three. (Even though in the actual game, you have to have beaten the game once or a set amount of times in order to gain more patterns for your cloak. I'll let this slide for the sake of character designs) Scarf length: (Short, average, long) Long, gracefully flows behind. Extra info: Has been a Red Robe for one-hundred years, and a White for the other hundred. Other: Save for a chirp used as a greeting or a single note stretched out when it's content and enjoying it's time with the other robed figure, Echo will stay quiet for most of it's journeys. ----------------------------- Note: all images on each of my three posts I took myself from gameplay footage of the ps3 version of Journey. ![]() Edited on 14/08/16 @ 12:37:37 by Charley [#TeamTemplar] (side) (#24511) |
Charley [Force Ghost] (side) ☕ (#24511) Evil View Forum Posts ![]() Posted on 2016-01-22 15:20:42 |
The Journey's Locations: The Beginning: Where the traveler first appears. Not knowing exactly how they came to be, they are driven to move on by a large mountain that looms in the distance. Before they can continue on toward the mountain, however, it is here that they must first gather the set of spiritual symbols in order to obtain their scarf. Nothing but warm sand as far as the eye can see, no traveler is ever confronted by hostile creatures here. Save for the thousands of stones scattered throughout the land, and the crumbled remains of some ancient civilization, there is nothing too spectacular to find around this area. ![]() Broken Bridge: Quite a distance away lies yet another ruined landscape. With broken pillars that can create a large bridge once activated correctly, and waterfalls made of rushing sand, the area seems a far better place for the traveler to explore than where they first began. This is where most companions tend to meet up, with nothing ever in sight that would otherwise threaten any of the robed figures that may settle there. The only real problem might just be the risk of being knocked over by the fierce winds that surround the outsides of the area. Scattered around are more glowing symbols, capable of lengthening a traveler's scarf when touched. ![]() Pink Desert: Beyond the flowing walls of sand lies the great desert, that as some have come to believe, is far more vast than the one where they first awaken. Having earned it's name from its obvious pink coloration, this desert is just as hot as any other, and should never be underestimated when traveling through it. Occasionally balls of light, or "shooting stars" erupt from the mountain's peak, causing any curious wanderer to watch them zoom overhead as they steadily cross through the desert, heading ever closer toward the wondrous, yet strange mountain. ![]() Sunken City: Making it out from the desert, once again being greeted by large, ancient ruins of some mysterious temple from days long forgotten, travelers will find themselves having to use the aid of small scarf creatures in order to better ascend to the top of the main tower. Once there, the traveler will then head downhill on a raging river of sand, the entire time still with the guidance of the flying creatures, or with a more experienced robed wanderer. Once they wander through the city, ride a second sand slide passed large rocks and cliffs, the traveler will unexpectedly meet a sudden drop that has them land in a huge pit in the middle of the city; though a big of a fall it may be, it is not enough to cause physical harm to any who fall in, panic, however, spreads quickly through most inexperienced robed figures. It is here they enter the dark underground. ![]() Underground Passage: Exiting from the City and stepping within the growing darkness, travelers are spared a single, but large opening from above, bathing them in a warm light just before they enter complete darkness the rest of the passage has to offer. From nothing but walls closing in tighter with each new corridor, to open areas filled with several looming statues of Guardians on either side of the walls, frightening enough to force even the highest ranked wanderer to cross the path with caution, and the real threat of a Guardian suddenly springing to life, and consuming any scarf creature, or any scarf of a wanderer it catches under its single blue eye, the underground is definitely where no wanderer wants to find themselves walking alone. Be alert at all times when wandering through the Passage. ![]() The Temple: If they've made it out with scarf still intact, travelers can rest easy knowing no dangerous creatures are to be lurking within the Temple. Activating the Ancient Glyphs that can be found along the walls - with one being higher up than the last - will fill the area with a magical glowing substance that allows for any to swim, or float, through it - granting them unlimited spiritual energy to regenerate their scarf, allowing them to better explore the Temple at their own pace. Many scarf creatures, both big and small, will appear once the Glyphs are activated, providing some comfort to the traveler and relieving them of their previous nightmare in the Underground Passage. Once the last Glyph is activated, a scarf bridge, similar to the one from the Broken Bridge, will form, allowing for the wanderer to ride on it to the very tip-top of the Temple's tower. Once reached, the Temple's door will open, revealing the chilling winds from the other side once the figure approaches closer. ![]() The Summit: Heading outside, the intimidating Summit greets any who dare to travel through with a forceful wind that's cold enough to freeze the cloak right onto a wanderer's bare skin. Any who are without a warming companion close at their side at all times is doomed to freeze unless they can make up for the loss by finding some form of shelter. If able to make it to higher ground, any traveler, accompanied by another figure or alone, will only find more dangers as they make their way closer toward the top of the mountain. Once reaching an open area littered with hallow parts from a fallen Guardian, wanderers will need to make use of said pieces lest they risk being caught in the gaze of one of the living Guardians that tirelessly search the hills for potential prey. Moving from one shelter to another before the light can cast over them is made even more difficult by the sudden gusts of chilling wind that force the travelers back further - some times sending them dangerously close, if not even into the Guardian's spot light. ![]() ![]() The End: After coming so close to death near the top of the snowy mountain, then been resurrected by the higher, white robed Ancestors, the traveler, or travelers, will be granted a great power, sending them up into the air at a blazing speed. Having the feeling of new life, the figure is free to fly around the much calmer, but still just as snowy area, all with the familiar faces of the scarf creatures they met throughout their journey joining in on the flight. Red pillars act as land markers, set higher and higher through the mountain path, guiding the wanderers on where to go, as well as regenerating their scarf power once they pass through the yellow substance that's in their center. It is all necessary in order for the traveler and their companion to reach the Summit's top, where the light that shoots out from within the center can finally be entered. At long last, they have come to the very place they thought so far away. A journey most do not turn away from, and will finish until the very end - whatever end that may be. ![]() ![]() ![]() Edited on 01/03/16 @ 14:55:06 by Charley [Charmander] (side) (#24511) |
Charley [Force Ghost] (side) ☕ (#24511) Evil View Forum Posts ![]() Posted on 2016-01-22 19:05:08 |
Which is your character? Need a visual? I've linked a good source for anyone who needs to see what the patterns look like. ---> Robe designs for each level. ----------------------------- OC form: Name: Age: Male/Female/Genderless: Rank: (Red or White Robe) Robe color: (Optional) Robe design: (Level 1-4) Scarf length: (Short, average, long) Extra info: Other: ![]() |
sk8er boy (#50436)
Mean View Forum Posts ![]() Posted on 2016-08-13 11:01:47 |
Dang, i would love to roleplay this! But for now i need to catch up onto the game. ![]() |
Charley [Force Ghost] (side) ☕ (#24511) Evil View Forum Posts ![]() Posted on 2016-08-13 11:35:32 |
Let me know when you finish the game, so we can talk plans for a possible roleplay~ ![]() |
💥*-ʙᴀɴᴋʀ ʙʙᴇʀ (#91861) View Forum Posts ![]() Posted on 2016-08-13 19:04:16 |
Name: Mars Age: 27 Male/Female/Genderless: Male Rank: Red robe Robe color: Blood red with white designs Robe design: Level 2 Scarf length: Short Extra info: Mars doesn't appear very vocal at first, but once he's opened up he will make a variety of noises. He's usually humming when he's trying to lift the mood, and make low strumming sounds when he's thinking something over. Other: Mars actually has a small fear of heights, which makes him reluctant to jump over big ledges. However he's fine with gliding across the sand, because he doesn't go too high. ![]() |
sk8er boy (#50436)
Mean View Forum Posts ![]() Posted on 2016-08-14 03:22:55 |
finished up the game yesterday, dunno if im too late but bleh. Name: Zuri Age: 175 years Male/Female/Genderless: Genderless Rank: Red robe Robe color: Dark maroon with dark gold designs. Robe design: Level 2 Scarf length: Average, but may get longer as the journey progresses. Extra info: Due to not seeing many travelers, Zuri will be quite cheerful to find another one with the same goal. However, it's actually quite calm throughout the journey, sometimes chirping and singing once and a while to start a "conversation." Other: Zuri enjoys gliding across the lands, even up high at times. However, the sandy deserts in the beginning are the most calming to it. ![]() |
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