OOC: Kingdom Hearts: Light Chaser ReMix

Discussion in 'OOC Lounge' started by Arch, May 22, 2018.

  1. Arch Mana Knight

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    Keyblade Masters have kept the balance between light and dark for years, bringing in apprentices to train underneath them before sending new Masters out to look after other worlds. Throughout the years two rules that have kept order amongst the ranks of the Masters. Rule 1. No Master nor their students are to interfere in the matters of another Master and their own pupils. Rule 2. No Master may have any more than seven students at a time. These rules were created to prevent from any one keyblade wielder from gaining too large a group or creating alliances that would shift the balance of power and disturb the order between light and dark. As such, the contact between Masters was kept to a bare minimum and face-to-face meetings rarely, if ever, occurred.


    These days, however, the lines of communication between the Masters have been growing quiet. Several Masters have ceased communications entirely and the whereabouts of their apprentices remain a mystery. One Master, a woman named Thallasa, took her students to investigate nearby worlds for signs of the missing keyblade wielders. The last message the remaining Masters received from her before she too vanished with her students was that the worlds she had visited were no longer present. In fact, for several days now, stars in the night sky have been disappearing and it was not until recently that it had become noticeable.


    Now, the skies are filled with only half as many stars—half as many worlds as there used to be. Fearing for their students’ safety and that of the worlds they look after, nearly every Master has cut off communication from one another…all except for two who have decided that it was in the best interests of every world, if they worked together to bring the worlds back from wherever they had gone and find the missing keyblade wielders.


    You are a recently recruited student. Your knowledge of magic remains nonexistent and your skill with the keyblade is dubious at best but the faith your Master places on you is steadfast and powerful. As you prepare to embark on the journey with your Master to Eventide Town where both groups will meet, you hear them utter a familiar phrase you have only heard once before in the last message Thallasa had left.
    Find the Light Chaser.





    [​IMG]

    ChomaThe Master of the castle at Tellurion City, a man hardened by loss who teaches his students that the right choice may not be the easy one. Wields Seal Crest.

    AtmosThe Master of the castle at Overcast Haven, a woman cunning as she is powerful who has taught her pupils to question everything. Wields Silver Wing.

    ThallasaThe Master of the castle at The Flickering City.
    She, her students, and her world are the latest to go missing. Thallasa later reappeared on the Council's world. She wields the keyblade Cerulean Sea.

    KoaA 20 year old young man who is one of the Light Chaser's seven apprentices. He also happens to be Illiana's brother.

    DentroA male in his early 20's with a condescending yet easygoing attitude. He was one of the Light Chaser's seven apprentices. He died on Heroic Sanction.

    ZenoThe Light Chaser's
    second student. He has a friendly, if slightly pompous, demeanor. He would rather have fun even with an enemy than do any real work.

    PagosA child prodigy found by the Light Chaser when he was 12. He's highly intelligent and an extremely skilled ice mage.

    AvraAnother student of the Light Chaser. Possibly the most loyal of the Light Chaser's apprentices and most aggressive. She is highly focused and competitive.

    GeroThe Master of Masters, head of the Council of Lights. Before his disappearance 6 years ago Gero made sure to personally oversee the safety of the Seven. He has grown harsh over his years imprisoned in another realm.

    Stamatis Though he never took the title, he was in charge of the Council of Lights in Gero's absence. Stamatis's general attitude is serene. He is a master of time magic.

    KaioA longtime member of the Council. He tends to look down at others beneath the title of master and is quick to make judgment on others. He is a master of fire magic.

    VarosA longtime member of the Council. Varos rarely speaks and when he does it is only if there is something that must be said. He is a master of gravity magic.

    AsterAtmos and Avra's elder sister who was promoted to the Council a few years after Varos. Under normal circumstances she is quite tame and enjoys looking after others.

    SkiaA woman who joined the Council a few years after Aster. Laid back yet aloof, she often misquotes sayings when bringing one into a conversation much to Kaio's dismay. She's one of the few capable of using darkness.

    ThyellaJoined around the same time as Skia. Thyella is a hotheaded individual who rarely gets along with the others, minus Varos who says too little to get on her nerves.

    KidemonasA young man skilled with blades who had been a student of Gero and Stamatis for over a decade before being chosen to be on the Council. He hates when his mechanical work around the castle is interrupted.

    SeleneA young woman who had been a child prodigy. She was promoted to be on the Council just 2 years ago. Her peppy attitude is severely contrasted by the experienced demeanor held by her peers.
     
  2. Arch Mana Knight

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    • Combat in this RP is turn-based. After you make your actions in battle you cannot make more until the enemy has their turn.

      LVL – Level
      HP – Hit Points
      AP – Attack Power
      MP – Magic Points
      DP – Drive Points


      Characters start at Level 1 with 20 HP, 8 AP, and 10 MP.

      Leveling is determined by story progress and activity. On special circumstances, a new character may start higher than Level 1(message me if you're joining late). For every Level you increase your HP by 5 or AP by 2.

      Levels 50 and beyond alter your rewards.


      AP determines how many Heartless you may defeat during your turn and damage you can deal to bosses. The amount of AP needed to defeat an Enemy varies by type. Saving AP boosts your defense via the Guard ability. AP is recovered at the end of every turn unless specified otherwise.

      MP is used for casting spells. MP recovers at the end of battle unless specified otherwise. MP boosts can happen through advancing the story. If MP regained through the use of a Drive exceeds your maximum MP, you will have a surplus of MP until the battle ends or you use up the surplus.
      EX: You are at 0/20MP and regain 30 MP. You will have 30/20MP.


      DP is used for entering Drives and determines how long Drives last. DP does not reset after battle and is earned by posting. DP boosts can happen through advancing the story.

      If your HP falls to 0 your character is knocked out. KO'd characters do not get their turn until they are revived. HP is recovered at the end of battle unless specified otherwise.

      What happens if all characters in battle are KO'd? Perhaps it might worth finding out...



    • At the end of every combat post should be the following:

      HP: Current HP/Max HP
      AP: AP Remaining/Max AP
      MP: MP Remaining/Max MP
      DP: DP Remaining/Max DP
      Enemies Defeated:
      Enemies Remaining:

      When facing multiple enemy types, specify in "Enemies Defeated" the number of each type defeated. EX: You defeat 3 Shadow Heartless and 1 Soldier Heartless. The section would read as:

      Enemies Defeated: 4 (3 Shadows. 1 Soldier.)

      The same should be done for "Enemies Remaining".


      If you do not post by the end of a round you will take damage equal to the average of the other characters.
    • As enemies grow more powerful so too do their abilities. Below are the Status Ailments that can be inflicted on you. Status Ailments last the duration of the battle or until they are remedied by Esuna. Stop and Doom cannot be removed.

      Party Statuses:

      Poison – Every turn you lose 15 HP.
      Stun – All of your Active Abilities, except your Unique Ability, are locked.
      Silence – All of your Spells are locked.
      ImperilPassive Abilities are ignored when you take damage.
      Rasp – Every turn you lose 5 MP. If you are already at 0 MP you lose 1 DP instead.
      Stop – You are frozen in time and your next turn is skipped.
      Slow – Your Evasion is reduced to 0.
      PainGuard effectiveness is halved.
      Scourge – You cannot be healed by any Spell or Ability.
      Doom – An extremely rare ailment. A Doom Counter looms over you and when it reaches 0...



      Boss Specific Statuses:

      Protect – The boss takes half damage from all physical attacks.
      Shell – The boss takes half damage from all magic.
      Saber – The boss's attacks penetrate Stone and Reflect spells.
      Haste – The boss gets 2 turns.
      Regen – The boss regains 50 HP per turn.
      Reraise – The boss revives at full HP when knocked out.
      Sap – Every point of damage dealt is HP restored by the boss.
      Aura – The boss regenerates every turn.
      Element Vulnerable – The boss will only take damage by being struck with a certain element.
      Null Magic – The boss is immune to all magical attacks and effects.
      Null Physical – The boss is immune to all physical attacks.
      Break – When the Break Gauge is full the boss is prevented from taking special actions and takes extra damage.



      Breaking A Boss:

      All bosses will have a Break Gauge that, when filled, cause a boss to enter Break Status. Some Active Abilities and Spells will fill the Break Gauge. If the boss is hit by its elemental weakness its Break Gauge will increase 10%. When in Break Status the boss will not take special actions such as casting spells. During the turn the boss is in Break Status it will take extra damage.


    • Allies you bond with form links from which you can draw power. Only 1 D-Link can be used per battle. D-Links can only be used on certain occasions. D-Links last 3 turns. D-Links cannot be used while a Drive is active.

      Choma – "Gaia's Bane" Boosts AP by 20 and raises defense 20%.
      Atmos – "Skyward Key" Restores 15 MP and raises Evasion 2 Tiers.
      Light Chaser – "Radiance" Restores 30 HP and 15 MP. Boosts AP by 20. Raises defense 20% and Evasion 2 Tiers.
      Torrin – "Wrath of Darkness" Spells deal an extra 10 damage per hit.
      Aria – "Light's Mercy" Cure, Esuna, Veil, and Spark can be cast half cost rounded up.
      Chrono – "Tempus Evolvatur" Every turn 1 Active Ability is restored for reuse.
      Tinarah – "...Are My Power!" Restores 20 HP per turn.
      Takehiko – "Immovable Will" Defense is boosted by 35%.
      Chrysanthemum – "Crystal Key" Break Gauge values of all Abilities increase by 30%.
      Illiana – "Dragon Arcana" Fire, Blizzard, and Thunder hits twice as many enemies.
      Boreas – "Emerald Captain" Abilities deal an extra 10 damage per hit.
      Qamar – "Effect Breaker" Effects of Status Ailments are temporarily halted. Poison damage on bosses, if in effect, is tripled.
      Jim Hawkins – "Solar Surfer" Boosts Evasion 5 Tiers.
      Joch – "Royal Black" Restores 20 HP. Boosts Evasion 1 Tier and defense 15%.
      Gero – "Mastery" All spells function as 1 Tier higher than what you have learned.
      Stamatis – "Prophecy" When you are about to receive a Critical Hit, you instead heal 25 HP.
      Kidemonas – "Multiskill" Boosts AP by 10 and restores MP by 10.
      Aster – "Dark Star" Boosts AP by 30.
      Team Incredible – "Super" Restores 1 DP per turn.
      Machina – "Awakening" Boosts AP by 20 on activation. Boosts AP by 10 every turn you are not hit. D-Link ends when hit.
      Taran – "Magic Blade" Fills Break Gauge by 10% each turn you attack.


    • Drives are transformations that greatly boost the power of a keyblade wielder. Entering a Drive requires Drive Points (DP). The duration of a form is based on the maximum number of DP your character has. Ex: Your character has a maximum DP of 4, therefore your character can remain in their Drive for 4 turns. The cost to enter the form is listed under every Drive.
      • DP does not reset after battle.
      • 1 DP is earned every 10 posts.
      • Getting KO'd resets your DP to 0.
      • You cannot use a Drive and a D-Link at the same time.
     
  3. Arch Mana Knight

    Joined:
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    • Heartless

      Shadow - 2 AP
      Rapid Thruster - 2 AP
      Soldier - 6 AP
      Pirate - 8 AP
      Mega-Shadow - 10 AP
      Darkball - 12 AP
      Neoshadow - 14 AP
      Gargoyle - 16 AP
      Invisible - 18 AP

      Defender - 20 AP
      Gigas Shadow - 22 AP**
      Novashadow - 28 AP**
      Orcus - 36 AP**
      Eliminator - 40 AP**
      Yellow Opera - 4 AP

      Screwdriver - 10 AP
      Air Pirate - 12 AP
      Water Core - 14 AP**
      Jet Balloon - 18 AP

      Bolt Tower - 20 AP
      Fiery Globe - 2 AP
      Red Nocturne - 4 AP
      Minute Bomb - 6 AP*
      Heat Saber - 12 AP
      Flame Core - 14 AP**
      Crimson Jazz - 20 AP
      Icy Cube - 2 AP
      Blue Rhapsody - 4 AP
      Nightwalker - 8 AP
      Fortuneteller - 10 AP
      Search Ghost - 12 AP
      Earth Core - 14 AP**



      *Left unchecked a Minute Bomb detonates and deals 20 damage to all party members.
      **Can cause Status Ailments.

      Others


      Helping Hat - 6 AP
      Killing Hat - 10 AP
      Thug - 20 AP

      Bosses

      Behemoth - 1000 HP/18 ATK/70% BG
      Behemoth Omega - 2500 HP/23 ATK/100% BG
      Arch Behemoth - 4000 HP/40 ATK/200% BG
      Darkside - 160 HP/13 ATK/70% BG
      Darkside Omega - 1000 HP/19 ATK/100% BG
      Dark Follower - 2000 HP/26 ATK/150% BG
      Neo Darkside - 5000 HP/35 ATK/300% BG
      Darkling - 300 HP/15 ATK/100% BG
      Dark Leviathan - 200 HP/10 ATK/70% BG
      Demon Tower - 190 HP/12 ATK/70% BG
      Demon Tide - 1300 HP/16 ATK/100% BG
      Demon Plague - 2000 HP/22 ATK/130% BG
      Dark Hide - 1600 HP/25 ATK/130% BG
      Grandmother Willow - 450 HP/16 ATK/100% BG
      Bright Eyes - 400 HP/14 ATK/100% BG
      Mezmerella - 150 HP/8 ATK/50% BG
      Mr. Incredible (mind controlled) - 400 HP/12 ATK/100% BG
      Bomb Voyage - 200 HP/11 ATK/50% BG
      Incognitus - 350 HP/15 ATK/100% BG
      Kefka - 300 HP/17 ATK/100% BG
      Mega Doris - 1400 HP/18 ATK/100% BG
      Dark Kefka - 1000 HP/19 ATK/100% BG


    • Choma
      LVL: 70
      HP: 225
      AP: 68

      MP: 64


      Atmos
      LVL: 70
      HP: 170
      AP: 84
      MP: 70



      Thallasa
      LVL: 94
      HP: 200
      AP: 100
      MP: 90



      Koa
      LVL: 49
      HP: 130
      AP: 60
      MP: 40


      Dentro
      LVL: 42
      HP: 120
      AP: 52
      MP: 40


      Zeno
      LVL: 52
      HP: 125
      AP: 68
      MP: 40



      Pagos
      LVL: 49
      HP: 120
      AP: 64
      MP: 40



      Avra
      LVL: 49
      HP: 160
      AP: 48
      MP: 40



      Gero
      LVL: 100
      HP: 270
      AP: 120
      MP: 100


      Stamatis
      LVL: 97
      HP: 230
      AP: 120
      MP: 90


      Kaio
      LVL: 95
      HP: 190
      AP: 110
      MP: 90


      Varos
      LVL: 95
      HP: 360
      AP: 70
      MP: 75


      Aster
      LVL: 92
      HP: 220
      AP: 110
      MP: 80


      Skia
      LVL: 92
      HP: 205
      AP: 110
      MP: 85


      Thyella
      LVL: 91
      HP: 200
      AP: 120
      MP: 80


      Kidemonas
      LVL: 90
      HP: 175
      AP: 134
      MP: 75


      Selene
      LVL: 85
      HP: 190
      AP: 112
      MP: 80



      John Silver
      HP: 85
      AP: 20
      MP: 20



      Mr. Incredible
      HP: 400
      AP: 40
      MP: 0


      Elastigirl
      HP: 100
      AP: 40
      MP: 20



      Frozone
      HP: 80
      AP: 40
      MP: 60



      Machina
      HP: 120
      AP: 50
      MP: 30


      Darkwing Duck
      HP: 100
      AP: 40
      MP: 30

     
  4. Arch Mana Knight

    Joined:
    Oct 5, 2007
    Gender:
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    Location:
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    • Magic spells can help turn the tide of battle. Only 1 Spell can be cast per turn.

      Enemies weak to magic are color coded to show what they are weak against. Red enemies are weak to Thunder. Blue enemies are weak to Fire. Yellow enemies are weak to Blizzard.

      Hitting a weakness deals double damage and fills a boss's Break Gauge by 10%. Hitting a colored enemy without their weakness deals half damage(rounded down).

      Cure10 MP Cost. Heals 10 HP for any target.

      Cura – Heals 15 HP.
      Curaga – Heals 25 HP.
      Curaza – Heals 40 HP.
      Esuna15 MP Cost. Removes Poison and Stun from 1 target.
      Esunara – Removes Poison, Stun, and Silence from 1 target.
      Esunaga – Removes Poison, Stun, Silence, and Imperil from 2 targets.
      Esunaza – Removes all
      Status Ailments from 3 targets.
      Veil10 MP Cost. 50% to prevent Status Ailments on 2 targets for 3 Turns.
      Veilra55% to prevent Status Ailments on 3 targets.
      Veilga65% to prevent Status Ailments on 4 targets.
      Veilza80% to prevent Status Ailments on 5 targets.
      Fire9 MP Cost. An explosive burst of flame. Hits 3 targets of 4 AP or less.
      Fira4 targets at 8 AP.
      Firaga5 targets at 16 AP.
      Firaza7 targets at 30 AP.
      Blizzard10 MP Cost. A shard of ice that can destroy a target of 20 AP or less.
      Blizzara 40 AP.
      Blizzaga 80 AP.
      Blizzaza 140 AP.
      Thunder8 MP Cost. Bolts of lightning rain down destroying 6 targets with AP values of 2 or less.
      Thundara8 targets at 4 AP.
      Thundaga13 targets at 6 AP.
      Thundaza20 targets at 10 AP.
      Aero11 MP Cost. A current of wind lightens your step. Boosts Evasion 2 Tiers for 3 Turns.
      Aerora+3 Evasion.
      Aeroga+4 Evasion.
      Aeroza+6 Evasion.
      Stone13 MP Cost. Stones form a protective armor. Reduces damage taken by 5 for 3 Turns.
      Stonera Reduces damage by 10.
      Stonega Reduces damage by 15.
      Stoneza Reduces damage by 20.
      Water15 MP Cost. A surge of water rushes over your blade. Boosts AP by 6 for 3 Turns.
      Watera+10 AP.
      Waterga+14 AP. Fills Break Gauge by 5% every turn you use your AP to attack.
      Waterza+20 AP. Fills Break Gauge by 10% every turn you use your AP to attack.
      Reflect15 MP Cost. A barrier that explodes when attacked. Negates 10 Damage. Deals 10 AP to the attacker.
      Reflera – Negates 15 Damage. Deals 15 AP damage.
      Reflega – Negates 20 Damage. Deals 20 AP damage.
      Refleza – Negates 30 Damage. Deals 30 AP damage.
      Magnet5 MP Cost. Draws prizes mid-battle. 4% 1 DP, 23% 20 HP, 13% 10 MP, 5% 2 Rewards.
      Magnera4% 1 DP, 30% 20 HP, 15% 10 MP, 6% 2 Rewards.
      Magnega5% 1 DP, 33% 25 HP, 20% 10 MP, 7% 2 Rewards.
      Magneza10% 2 DP, 35% 30 HP, 25% 15 MP, 10% 2 Rewards, 5% 3 Rewards.
      Stop15 MP Cost. 15% to make a boss skip a turn. Fills Break Gauge by 15%. Cannot be Multicast.
      Stopra20% to make a boss skip a turn. Fills Break Gauge by 20%.
      Stopga30% to make a boss skip a turn. Fills Break Gauge by 30%.
      Stopza45% to make a boss skip a turn. Fills Break Gauge by 45%.
      Poison15 MP Cost. Does 5 AP damage per turn on bosses. Stacks if cast by multiple characters.
      Poisona10 AP damage per turn.
      Poisonga15 AP damage per turn.
      Poisonza25 AP damage per turn.
      Spark10 MP Cost. Shards of light spin around you doing 8 AP to 5 targets and healing you for 5 HP.
      Sparkra9 MP Cost. 10 AP to 5 targets healing you for 5 HP. Fills Break Gauge by 5%.
      Sparkga8 MP Cost.
      14 AP to 5 targets healing you for 10 HP. Fills Break Gauge by 10%.
      Sparkza6 MP Cost. 20 AP to 6 targets healing you for 15 HP. Fills Break Gauge by 20%.
      Leaf1 DP Cost. Call the power of nature to recharge your MP by 10.
      Leafra – Restores 15 MP.
      Leafaga – Restores 20 MP.
      Leafaza – Restores 30 MP.
      Ruin15 MP Cost. A magical barrage doing 6 Times your current DP hitting up to 2 targets.
      Ruinra – Does 10 Times your current DP hitting up to 2 targets.
      Ruinga – Does 15 Times your current DP hitting up to 2 targets.
      Ruinza – Does 25 Times your current DP hitting up to 3 targets.
      FatalHP Cost. Deal damage equal to 1/4 of HP sacrificed.
      Fatara – Deal damage equal to 1/2 of HP sacrificed.
      Fataga – Deal damage equal to HP sacrificed.
      Fataza – Deal damage equal to 2 Times HP sacrificed.
      Warp10 MP Cost. A short ranged teleport that boosts Evasion 2 Tiers for 1 Turn. Cannot be Multicast.
      Warpra8 MP Cost.
      Warpga6 MP Cost.
      Warpza4 MP Cost.
    • Every 5 Levels characters take a new Ability. Passive Abilities are always active. Active Abilities can only be used once per battle. You can only use 1 Active Ability per turn.

      Passive Abilities

      Guard – Defense is boosted proportional to AP saved.
      Combo Plus – When defeating 3 enemies of the same type with your AP pool, 1 additional enemy of the same type can be defeated for 0 AP. [Can be taken 3 times.]
      White MageCure heals 2 targets instead of 1.
      Black MageFire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage.
      Red MageAero, Stone, and Water last an extra turn.
      Blue MageReflect costs 12 MP. Reroll Magnet if no prizes are obtained.
      Green MageSpark hits 1 additional target and heals 5 more HP.
      Yellow MageFatal fills Break Gauge equal to HP sacrificed.
      DefenderReduce damage when at 30% or lower HP.
      Leaf Bracer – Take reduced damage when casting Cure.
      Hyper Healing – When reviving a character their defense is boosted for 2 turns.
      Reaction Boost – [Only effective on Bosses.] Increase damage dealt to Bosses when posting in the first 12 hours by 10. [Can be taken 2 times.]
      Finisher Plus – [Only effective on Bosses.] Increases damage dealt by physical damage by 15 when using all AP. [Can be taken 2 times.]
      Fire BoostFire hits 2 extra targets. [Can be taken 3 times.]
      Blizzard Boost – Boosts Blizzard damage by 10. [Can be taken 3 times.]
      Thunder BoostThunder hits 2 extra targets. [Can be taken 3 times.]
      Cure Boost – Boosts Cure strength by 5. [Can be taken 3 times.]
      Aero BoostAero lasts an extra turn.
      Stone BoostStone lasts an extra turn.
      Water Boost Water lasts an extra turn.
      Fire Screen – Reduces Fire damage taken.
      Blizzard Screen – Reduces Blizzard damage taken.
      Thunder Screen – Reduces Thunder damage taken.
      Wall Reflect boosts defense of the party.
      Link BoostD-Links last an extra turn.
      MP Haste – Regain 1 MP per turn.
      MP Rage – Taking 20 Damage in 1 turn regains 5 MP.
      Second Chance – With at least 2 HP damage that would knock you out brings you to 1 HP. Only works once.
      White WizardCure heals 3 targets. Esuna costs 10 MP. Veil costs 5 MP. [Requires White Mage.]
      Black WizardFire, Blizzard, and Thunder cost 7 MP. [Requires Black Mage.]
      Red WizardAero, Stone, and Water now cost 10 MP. [Requires Red Mage.]
      Blue WizardStop costs 12 MP. [Requires Blue Mage.]
      Green WizardPoison costs 10 MP. Leaf recover 5 more MP. [Requires Green Mage.]
      Yellow WizardRuin costs 12 MP. Warp increases Evasion 3 Tiers. [Requires Yellow Mage.]
      MP Hastera – Regain
      2 MP per turn. [Requires MP Haste.]
      MP Hastega – Regain 3 MP per turn. [Requires MP Hastera.]
      MP Hasteza – Regain 4 MP per turn. [Requires MP Hastega.]
      Doublecast – Cast 2 Spells per turn.
      Triplecast – Cast 3 Spells per turn. [Requires Doublecast.]
      Quadcast – Cast 4 Spells per turn. [Requires Triplecast.]
      Quintcast – Cast 5 Spells per turn. [Requires Quadcast.]
      Combo Master – Use 2 Active Abilities per turn. [Must be Level 80.]

      Active Abilities


      Dodge Roll – Consume 5 AP to boost Evasion by 2 Tiers. [Can be used once per turn.]
      Blitz – An attack worth 10 AP hits 1 enemy. Fills Break Gauge by 10%.
      Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 35%. [Replaces Blitz.]
      Sonic Blade – A lunging attack that strikes 7 times. Each thrust is worth 6 AP to use against 7 enemies or concentrate the damage on fewer enemies for a maximum damage of 42 AP. Fills Break Gauge by 15%. [Requires Blitz+.]
      Vicinity Break – A circular swing over a wide area worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%.
      Stun Impact – Deal 12 AP to 6 enemies. Fills Break Gauge by 30%. [Replaces Vicinity Break.]
      Strike Raid – Deal 10 AP to 2 enemies. Hits bosses for 20 AP. Fills Break Gauge by 5%. [Requires Vicinity Break.]
      Judgment – Deal 20 AP to 3 enemies. Hits bosses for 60 AP. Fills Break Gauge by 15%. [Replaces Strike Raid.]
      MP Drain – Convert 20 AP into 5 MP. [Can be used once per turn.]
      MP Gift – Give up to 10 of your MP to another character. [Can be used once per turn.]

      Magnet Burst – Deal 4 AP to 5 enemies. Fills Break Gauge by 5%.
      Explosion – Deal 6 AP to 10 enemies. Fills Break Gauge by 10%. [Replaces Magnet Burst.]
      Ripple Drive – Deal 6 AP to 15 enemies. Fills Break Gauge by 15%. [Replaces Explosion.]
      Ragnarok – Deal 8 AP to 20 enemies. Fills Break Gauge by 20%. [Replaces Ripple Drive.]
      Guard+ – Critical attacks do not pierce through Guard. [Must be Level 40. Can be used once per turn.]
      Dodge Roll+ – Consume 2 AP to boost Evasion by 3 Tiers. [Must be Level 45. Replaces Dodge Roll. Can be used once per turn.]
      Ars Arcanum – Unleash a flurry of attacks dealing 50 AP to a single target. Fills Break Gauge by 10%. [Must be Level 50.]
      Zantetsuken – Deals 80 AP fixed damage to a single target. [Must be Level 55. Requires Ars Arcanum.]

      Over the Horizon – A powerful aerial spinning attack that deals 40 AP damage to a single enemy. Fills Break Gauge by 20%. [Must be Level 60.]
      Flash Step – A lightning fast attack that deals 20 AP damage. Fills Break Gauge by 45%. [Must be Level 65.]
      Chaos Blade – Lunge at your enemies 8 times, vanishing into darkness between each attack. Each thrust is worth 10 AP to use against up to 8 enemies dealing up to 80 AP damage. Fills Break Gauge by 20%. [Must be Level 70. Replaces Sonic Blade.]
      MP Drain+ – Convert 5 AP into 5 MP. [Must be Level 75. Replaces MP Drain. Can be used once per turn.]
      Ars Solum – Unleash an onslaught of attacks dealing 75 AP to a single target. Fills Break Gauge by 25%. [Must be Level 80. Replaces Ars Arcanum.]

      Blade Beam – Deal damage equal to to the amount of current MP to a number of targets equal to current DP. [Must be Level 85. Requires Flash Step.]
      Lancet – During the turn this ability is active, every enemy you destroy restores 1 HP. [Must be Level 90.]
      Trinity – A powerful burst of magic that does AP damage equal to 10 Times the number of D-Links possessed to 10 targets. Fills Break Gauge by 50%. [Must be Level 95.]
      Zone of Salvation – An extremely powerful attack that blasts up to 10 enemies for 70 AP damage each with a powerful arc of Light launched from your keyblade. The attack heals all allies for 30 HP. Hits Bosses for 170 AP. Fills Break Gauge by 50%. [Must be Level 100.]
      Zone of Damnation – An extremely powerful attack that blasts up to 10 enemies for 130 AP damage each with a powerful arc of Darkness launched form your keyblade. The attack deals 30 AP fixed damage to all allies. Hits Bosses for 200 AP. Fills Break Gauge by 50%. [Must be Level 100.]
      Eruption – Stab the keyblade into the ground and create a tremendous magical explosion around you hitting 100 enemies for 30 AP damage. Hits Bosses for 140 AP. Fills Break Gauge by 60%. [Must be Level 100.]
      Zantetsuken Prime – Deals 100 AP fixed damage to a single target. Fills Break Gauge by 100%. [Must be Level 100. Replaces Zantetsuken.]

     
  5. Arch Mana Knight

    Joined:
    Oct 5, 2007
    Gender:
    Male
    Location:
    Anywhere
    2,429
    [​IMG]

    1. No godmodding, powerplaying, etc.

    2. No gore or excessive cursing. Unless it’s a magic curse. Then that’s fine.

    3. Avoid one-liners. I am not going to impose a minimum word limit but try to put effort into your posts.

    4. Some keyblades are off-limits. EX: Master Xehanort’s Keyblade and the X-Blade.

    5. During battle, you must write something relevant to the fight and include the actions your character has taken.

    6. When in doubt, ask me! Seriously, don’t be afraid to ask.

    7. You can use the "Other" section to add any relations your character may have with others.

    8. Rules may be added, changed, or removed as I see fit.

    9. Absence from the RP for 13 days, without any notice, will result in loss of your character.


    10. If you haven't claimed rewards within a week then they are forfeit.

    [​IMG]

    • As a child there was a saying my father was fond of: "The closer you get to light, the greater your shadow becomes." Aside from being a clever analogy I never thought it to hold any practical meaning. If this held any truth then why would one light a candle to find their way through the night? Shadows wash away under their illumination and a room does not grow darker with every candle burned. Perhaps it was my eagerness to argue over such pointless technicalities that kept my peers at a distance.

      I never mourned the lack of companionship in my life as my family and my studies kept my mind busy. The sunrise woke me each morning and, rather than curl up in bed asking for "five more minutes", I rose to watch as the light cast away the dark of the night. Birds sang, skies cleared, and warmth filled the air. I would watch as people began to fill the streets, happy to go about their business and I wondered just what made them smile. Did they enjoy the warmth of the sun's rays as I did? Even if they did not, knowing those around me were happy here with those they cared for was enough.

      I was 10 when I lost my world to the darkness.




    • Chasms opened and creatures made out of shadow with yellow eyes crawled from the earth. My mother took my hand to get me out of the house while my father did his best to defend us. My father was overwhelmed and his Heart emerged from his body. My mother and I managed to get to the hill overlooking our home and the homes of our neighbors but from that vantage point all we could was that there would be no escape. Pieces of our world were being pulled into the darkness and the monsters already began to close in on us. My mother shielded me from their claws but she fell just as my father did, her heart being taken from her. I would have met that same fate if it was not for the sudden interference of a man wielding a strange looking sword. He had emerged from a column of light and struck down the creatures who had surrounded me.



      The rest of the entry is missing...

    • Along the journey to what was to be my new home I took the time to learn everything I could from this Keyblade Master, Fost as the elder man called himself. Apparently the world that we live in now, and I do not mean "world" in the planetary sense, was reborn a long time ago after a great war was waged. It was only due to the light from the hearts of children that the world was brought back from darkness that came from the Keyblade War. With such powerful light it seemed that anything was possible. I had to know more.

      From what Fost told me, Heartless were creatures created when a heart was lost to the dark. An ironic name considering they were nothing but a manifestation of the heart's darkness. The body of a Heartless is cast aside and fades into nothingness. If the heart of a keyblade wielder is irreversibly corrupted they become monstrous creatures with immense power known as Darklings. Of course, such Heartless had not been seen for a long time as no wielder had fallen to the darkness in recent memory.

      Knowing what lurked in the shadows was not enough for me. I needed the power to fight back. I needed a keyblade.




    • ???
    • The first part of the entry is missing...

      Years of study and training passed. Nothing of note happened. Really? Nothing of note? REALLY? It has been some time since I have written in this journal. I regret showing Chryssa I had ever written in this ratty old thing. I suspect later tonight she'll sneak in and leave her own comments like she did last time. Honestly, by now, I don't really mind them. That's good to hear! Today is the last day we'll spend here on this world. Chryssa has already passed her Mark of Mastery exam and Stamatis and his students are preparing a celebration for us. We leave at morning's first light to a new destination. We are to seek out the Council of Lights, an order that only allows the most talented of Masters to train on their homeworld and only the best to join their ranks. They oversee interactions between Masters and ensure that all the established laws are being upheld and, if those laws are broken, the oversee punishment and the restoration of order. It's an exciting prospect to be sure but it doesn't hold a candle to the joy I saw in her eyes when she passed her exam. Leaving together on our journey makes it easier to say goodbye to my second home.




    • ???

    • ???


    [​IMG]
    Code:
    Name:
    Age:
    Gender:
    Appearance:
    Keyblade:
    Homeworld:
    Master: [Leave blank.]
    Personality:
    Other:
    
     
  6. Arch Mana Knight

    Joined:
    Oct 5, 2007
    Gender:
    Male
    Location:
    Anywhere
    2,429
    [​IMG]



      • Name: Torrin
        Age: 23
        Gender: Male
        Appearance: Torrin
        Keyblade: Evenfall
        Homeworld: Realm of Darkness
        Personality: Torrin is distant and is quick to aggression. Whenever he feels that he has committed some wrong he will stop at nothing to correct past mistakes. Only those connected to his past cause him to lighten up. He takes time warming up to people.
        Other: During his time in the Realm of Light he trained under a second master and earned the Mark of Mastery.
        {Mirror Torrin}

        LVL: 64
        HP: 160
        AP: 78
        MP: 50
        DP: 5

        Abilities:
        Guard
        Dodge Roll

        Shin-Zantetsuken – An instant attack that destroys 10 random enemies. Deals 160 fixed damage to bosses and cuts all effects down to 1 turn of duration or ends them if the effects were on their last turn.
        Combo Plus x2
        Blitz+
        Over the Horizon
        Sonic Blade
        Strike Raid
        MP Rage
        MP Hastera
        Doublecast
        Yellow Mage
        Yellow Wizard


        Spells:
        Curaga – 10 MP. +25 HP. 1 Ally.
        Firaga – 9 MP. 16 AP. 5 Targets.
        Blizzaga – 10 MP. 80 AP. 1 Target.
        Thundaga – 8 MP. 6 AP. 13 Targets.
        Ruinga – 12 MP. 15 Times Current DP. 2 Targets.
        Fataga – HP. AP Equal To HP Sacrificed. BG Equal To HP Sacrificed. Any Targets.
        Warpza – 4 MP. +3 Evasion. Self. 1 Turn.


      • D-Links:
        Team Incredible
        Machina
        Boreas

        Keyblade Transformations:
        Glider
        Dual Blades
        Halberd
        Bow
        Greatsword
        Axe

        Drives:
        Critical Form
        Cost: 3 DP
        A faint white aura emanates from Torrin and his keblade. His fighting style becomes faster, more efficient, and incorporates unarmed strikes.
        Guard efficiency increases. Enemies require 1 less AP to defeat. [Deal an extra 25 damage per round against bosses.]
        +20 AP
        +1 Evasion
        +10% Defense
        Zerocast: Removes ability to cast magic.
        Recovery Kick: Torrin deals 30 AP worth of damage when recovering from a critical attack.
        Ars Dominum: Torrin launches a fast combo on an enemy with many precise cuts. Damage dealt is between 50 to 100 AP. Deals more damage the later the ability is used. Can only be used twice.




      • Name: Aria Dorin
        Age: 18
        Gender: Female
        Appearance:
        ★~Here~★
        Keyblade: ☾~Colorful World~☾
        Homeworld: Amerath
        Master: Choma
        Personality: Optimistic, stubborn, and an ambitious type of individual. Tries to make friends with everyone she meets (even though they probably don't like her).
        Other: Likes everything rainbow and strange

        LVL
        : 38
        HP: 100
        AP: 50
        MP: 30
        DP: 3


        Abilities:
        Guard
        Dodge Roll
        Rainbow Glow – Aria casts an armor of light on the party that lasts for 3 turns. Their defenses are increased by 30%.

        White Mage
        Blitz+
        Sonic Blade
        Link Boost
        Vicinity Break
        Doublecast

        Spells:
        Cura – 10 MP. +15 HP. 2 Allies.
        Fira – 9 MP. 8 AP. 4 Targets.
        Blizzara – 10 MP. 40 AP. 1 Target.
        Thundara – 8 MP. 4 AP. 8 Targets.
        Watera – 15 MP. +10 AP. 1 Ally. 3 Turns.


      • D-Links:
        Choma
        Jim Hawkins
        Gero
        Team Incredible
        Machina


        Keyblade Transformations:
        Glider
        Bow
        Spear
        Dual Katana

        Drives:
        First Dawn
        Cost: 3 DP
        Her clothes turn into the colors of red, blue, and yellow and she emits a glow to match those colors.
        Attacks are imbued with the Light. Enemies without elemental weaknesses require 2 less AP to defeat. [Deal an extra 20 damage per round against bosses.]
        Regain 30 MP
        +10% Defense
        No Chance: On taking damage, roll twice and take the higher number. Cancels Second Chance.
        Primary Boost: Fire, Blizzard, and Thunder suffer no penalties when being cast on enemies strong against an element.
        Healing Light: Cure can be cast on the entire party.




      • Name: Chrono Dellia
        Age: 19
        Gender: Male
        Appearance: Guess who's back
        Keyblade: Wandering Star
        Homeworld: Lux Horologium
        Master: Atmos
        Personality: Chrono is as headstrong as he is curious about how things once. Once his mind is set towards something, it takes a lot of effort to deter him until he's content with what he's found. His cheerful disposition rarely fades from his face except for certain situations, in which his expression is one that befits it.
        Other: He carries around with him a pocket watch, it doesn't actually do much other than tick, but the ticking helps him think at times.

        LVL: 42
        HP: 90
        AP: 62
        MP: 30
        DP: 3


        Abilities:
        Guard
        Dodge Roll
        Defender
        Temporis Imitatio – The more AP saved, the higher the chance Chrono will dodge by making a Time Clone of himself. The Time Clone will attack with a random Active Ability Chrono has learned.

        Combo Plus
        Blitz+
        Vicinity Break
        Judgment
        Red Mage

        Spells:
        Cura
        – 10 MP. +15 HP. 1 Ally.
        Thundara – 8 MP. 4 AP. 8 Targets.
        Watera – 15 MP. +6 AP. 1 Ally. 4 Turns.
        Aerora – 11 MP. +3 Evasion. 1 Ally. 4 Turns.
        Ruinra – 15 MP. 10 Times Current DP. 2 Targets.

      • D-Links:
        Atmos
        Jim Hawkins
        Team Incredible
        Tinarah
        Takehiko


        Keyblade Transformations:
        Glider
        Gun
        Bow

        Drives:

        Temporal Seeker
        Cost: 3 DP

        A silver aura cloaks Chrono as a golden translucent clock face appears above his keyblade's hilt. The numbers 1-4 are the only ones lit for the time being. Only the hour hand on the clock and the clock itself gongs upon passing each number.
        Attacks have the Thunder element attached to them. Enemies weak to Thunder require half the AP to defeat. [Deal an extra 15 damage per round against bosses.]
        +10 AP
        +10% Defense
        Stop & Stun Immunity
        Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10.
        Temporis Arcus: When attacked, Chrono has a 25% chance to inflict Stop to one of the enemies that attacked him.
        Temporis Dividere: Chrono creates a time clone that has half of Chrono's max HP and AP to fight alongside him.




      • Name: Tinarah Dellia
        Age: 18 (formerly 12)
        Gender: Female
        Appearance: bloop (formerly this)
        Keyblade: Angel's Heart
        Homeworld: Lux Horologium
        Master: Choma
        Personality: Quiet and timid, Tinarah won't speak very much to anyone. She is a very obedient individual who will listen to everything. She won't judge anyone. She is a very peaceful individual.
        Other: Be nice to her. She is too innocent for this world.

        LVL: 43
        HP: 95
        AP: 62
        MP: 30
        DP: 3

        Abilities:
        Guard
        Dodge Roll
        MY FRIENDS! – Whenever casting Cure on someone other than herself the spell heals 15 more HP.
        Defender
        Cure Boost
        Black Mage
        MP Haste
        Blitz
        White Mage
        White Wizard
        Leaf Bracer


        Spells:
        Cura – 10 MP. +20 HP on self. +35 HP on allies. 3 Allies.
        Blizzara – 10 MP. 45 AP. 1 Target.
        Fira – 9 MP. 8 AP. 5 Targets.
        Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target.
        Esunara – 10 MP. Removes Poison, Stun, and Silence. 1 Ally.


      • D-Links:
        Choma
        Stamatis
        Team Incredible
        Chrono


        Keyblade Transformations:
        Glider
        Harp
        Three Section Staff

        Drives:

        Magic's Dance
        Cost: 3 DP

        When entering the form a blue-ish glow surrounds Tinarah and an icy frost clings to her keyblade. There is a faint blue glow coming from her necklace that seems to serve as an aid to the power as the sound of a violin paired with a piano seems to come from her necklace.
        Attacks have the Blizzard element attached to them. Enemies weak to Blizzard require half the AP to defeat. [Deal an extra 15 damage per round against bosses.]
        The keyblade can fire off magical bullets to strike enemies. Enemies with elemental weaknesses require 2 less AP to defeat. [Deal an extra 15 damage per round against bosses.]

        Regain 10 MP
        Regenerate 7 HP per turn.
        Invigorating Duet: Music is emitted from Tinarah in this form, as it does, anyone who can hear it, regenerates 5 MP per turn that she is in that form.

        Timely Lullaby: Tinarah brings out her violin and plays a lullaby that lulls nearby enemies to sleep, reducing the amount of AP needed to kill them by 5.



      • Name: Takehiko (Tah-kay-hee-coh), goes by Take (Tah-kay)
        Age: 16
        Gender: Male
        Appearance: 岳彦
        Keyblade: Guardian's Breath
        Homeworld: Incandescent Peak
        Master: Atmos
        Personality: Coming from a world of protectors, Take becomes protective of his comrades. He's happy to be on the journey and excited to learn more about himself and the other worlds. However, he can easily become conformist, which makes him take orders very often without question.
        Other: his motif be mountains and dragons

        LVL: 43
        HP: 125
        AP: 50
        MP: 30
        DP: 3


        Abilities:
        Guard
        Dodge Roll
        Provoke – Once per battle Takehiko can draw enemy attention from 2 allies and boosts his defense.

        Defender
        Blitz+
        Reaction Boost
        MP Rage
        Wall
        MP Gift
        MP Drain


        Spells:
        Cura
        – 10 MP. +15 HP. 1 Ally.
        Blizzara – 10 MP. 40 AP. 1 Target.
        Stonera – 13 MP. Reduces Damage By 10. 3 Turns.
        Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target.
        Fatara – HP. AP Equal To 1/2 HP Sacrificed. Any Targets.

      • D-Links:
        Atmos
        Jim Hawkins
        Team Incredible
        Chrono


        Keyblade Transformations:
        Glider
        Great Axe
        Flying Dragon Claw

        Drives:

        Paladin Form
        Cost: 3 DP
        Attacks have the Stone element attached to them. Enemies weak to Blizzard require half the AP to defeat. [Deal an extra 15 damage per round against bosses.]
        Attacks are imbued with the Light. Enemies without elemental weaknesses require 2 less AP to defeat. [Deal an extra 20 damage per round against bosses.]
        +20% Defense
        Regenerate 7 HP per turn.
        Burning Fast: Every turn after activating your form there is a 40% chance that you will revert to normal.
        Good Karma: Gives party members 60% chance of getting hit. If they are not hit the attack is instead hits Takehiko
        Bad Karma: 45% of damage Takehiko braces is absorbed by the shield and reflected in a shield smash attack towards the enemy.
        Karma Bomb: The damage absorbs until the shield is used. If the form ends before Takehiko uses the shield, the absorbed attacks attack him instead.


     
  7. Arch Mana Knight

    Joined:
    Oct 5, 2007
    Gender:
    Male
    Location:
    Anywhere
    2,429
    [​IMG]



      • Name: Chrysanthemum Light
        Age: 18
        Gender: Female
        Appearance: Another Light...
        Keyblade: Forgotten Flower
        Homeworld: Garden of Rivers
        Master: The Light Chaser
        Personality: Chrysanthemum Light is a soft spoken, yet friendly and curious individual. She loves to see other worlds and meet new people; even if she is hard pressed to introduce herself and doesn't actively contribute, she greatly enjoys being around and watching others.
        Other: "He'll probably hate me for this, but... I guess you can call me Chrys."

        LVL: 54
        HP: 130
        AP: 66
        MP: 42
        DP: 3


        Abilities:
        Guard
        Dodge Roll
        Blitz
        White Mage
        Defender

        Shield Break – Can only be used once per battle. During the turn this ability is used Guard, Stone, and Reflect are ignored by Chrys's physical attacks. Deals 25% more damage with physical attacks to bosses when used.
        Dispel – Can only be used once per battle. Removes effects of Spells from all enemies.
        Stone Boost
        Red Mage
        Vicinity Break
        MP Haste
        MP Drain
        Second Chance
        Doublecast


        Spells:
        Curaga – 10 MP. +25 HP. 2 Allies.
        Aerora – 11 MP. +3 Evasion. 4 Turns.
        Waterga – 15 MP. +14 AP. 1 Ally. 4 Turns.
        Stonega – 13 MP. Reduces Damage By 15. 1 Ally. 5 Turns.
        Reflega – 15 MP. 20 AP. Negates 20 Damage. 1 Target.
        Sparkra – 9 MP. 10 AP. 5 Targets. +5 HP To Self. +5% BG.


      • D-Links:
        Light Chaser

        Keyblade Transformations:
        Glider
        Rapier
        ???
        ???
        ???

        Drives:
        Fleur Form
        Cost: 3 DP
        Chrys's black jacket changes to a light blue flower petal material before extending into a robe. Her cuffs change into bell sleeves and her hair changes to a dark shade of blue. She begins to levitate and glow faintly.
        Chrys's keyblade is surrounded in a magical glow as her power increases. Guard efficiency increases. Enemies require 1 less AP to defeat. [Deal an extra 25 damage per round against bosses.]
        Regain 10 MP
        +10% Defense
        +1 Evasion
        Regenerate 7 HP per turn.
        Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10.
        Flowersguard: Three petals act as a defense for Chrys. Each petal will absorb 20% damage upon being destroyed. One is destroyed every time Chrys takes damage.
        Sylvan Charge: Three petals surround Chrys. Each can be used to cast a spell for 0 MP by crushing it.




      • Name: Illiana Salavic
        Age: 21
        Gender: Female
        Appearance: Boop!
        Keyblade: Lumios Star (Left One)
        Homeworld: Stella Nihil
        Master: Atmos
        Personality: A bit sassy, considerate of others, a smidge mischievous, somewhat a tease, can be serious when she wants to be, keeps things to herself too often.
        Other: She carries around an umbrella a lot.

        LVL: 37
        HP: 65
        AP: 62
        MP: 30
        DP: 3


        Abilities:
        Guard
        Dodge Roll
        Combo Plus
        Counter Heal – Illiana's Evasion is permanently raised 1 Tier. Whenever Illiana dodges an attack she automatically regains 10 HP.
        Black Mage
        Second Chance
        Defender
        MP Rage
        Black Wizard
        Doublecast
        MP Haste


        Spells:
        Cura – 10 MP. +15 HP. 1 Ally.
        Fira – 7 MP. 8 AP. 5 Targets.
        Blizzara – 7 MP. 45 AP. 1 Target.
        Thundara – 7 MP. 4 AP. 9 Targets.
        Ruinra – 15 MP. 10 Times Current DP. 2 Targets.


      • D-Links:
        Atmos
        Jim Hawkins
        Team Incredible
        Machina
        Taran


        Keyblade Transformations:
        Glider
        Twin Fans
        Thorn Whip

        Drives:
        Fledgling Fire
        Cost: 3 DP
        Like a newborn dragon, this form allows Illiana to channel her inner fire. A gauntlet appears on her right arm, almost like a dragon. Her dress turns black with lace sleeves to match her gauntlet. A red aura surrounds her.
        Attacks have the Fire element attached to them. Enemies weak to Fire require half the AP to defeat. [Deal an extra 15 damage per round against bosses.]
        The keyblade can fire off magical bullets to strike enemies. Enemies with elemental weaknesses require 2 less AP to defeat. [Deal an extra 15 damage per round against bosses.]
        Regain 10 MP
        Regenerate 7 HP per turn.
        Firetouch: Illiana takes no damage from Fire-based attacks.
        Pyro-Wave: By sacrificing 20% of her HP, Illiana can double the power of Fire spells.




      • Name: Boreas Thessalian
        Age: 23
        Gender: Male
        Appearance: Boreas himself
        Keyblade: Silver Wind
        Homeworld: Realm of Darkness
        Master: Errin
        Personality: Loyal, courageous, a bit hot-headed and judgmental.
        Other: Knows Torrin

        LVL: 44
        HP: 115
        AP: 56
        MP: 30
        DP: 3


        Abilities:
        Guard
        Dodge Roll
        Inspiring Presence – Boreas makes a call to arms increasing the party's AP by 10 and Evasion 1 Tier for 3 Turns.

        Defender
        Combo Plus
        Finisher Plus
        Black Mage
        Black Wizard
        Blitz+
        Doublecast

        Spells:
        Cura – 10 MP. +15 HP. 1 Ally.
        Firaga – 7 MP. 16 AP. 6 Targets.
        Blizzaga – 7 MP. 85 AP. 1 Target.
        Thundara – 7 MP. 4 AP. 9 Target.
        Poisona – 15 MP. 10 AP Per Turn. 1 Target. Boss Only. Stacks If Cast By Other Characters.
        Reflect – 15 MP. 10 AP. Negates 10 Damage. 1 Target.


      • D-Links:
        Torrin
        Joch
        Team Incredible


        Keyblade Transformations:
        Glider
        Repeating Crossbow
        Glaive-Guisarme
        Pernach

        Drives:
        To Glory and Ruin!
        Cost: 3 DP

        A reckless charge at the enemy with Boreas attacking anything in his way, stopping at nothing. A purple flame aura surrounds Boreas leaving small flames in his footsteps.
        Attacks have the Fire element attached to them. Enemies weak to Fire require half the AP to defeat. [Deal an extra 15 damage per round against bosses.]
        Attacks are imbued with the Dark. Enemies without elemental weaknesses require 2 less AP to defeat. [Deal an extra 20 damage per round against bosses.]

        +30 AP
        Explosive: Your power is erratic and will randomly cause you and/or your allies to take damage from your attacks.
        Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10.
        Dark Harvest: Each enemy slain restores 1 HP to Boreas.

        Furious Charge: Boreas surges forward charging the enemy lines, the attack splits 30 AP over multiple enemies.



      • Name: Qamar
        Age: 20
        Gender: Female
        Appearance:
        Here
        Keyblade: Here
        Homeworld: Moluk
        Master: Kidemonas
        Personality: Cocky and tough talking. She is always judgmental and telling people the hard truth, even if it hurts. She looks up to her Master and fellow students, trying to do better than any of them with all her strength. While many girls chose magic, she chose brute strength. Using magic only when necessary.
        Other: Knows Adalric through her master.


        LVL: 39
        HP: 80
        AP: 60
        MP: 30
        DP: 3


        Abilities:
        Guard
        Dodge Roll

        Serenity
        – When low on MP Qamar's defense is increased 15%.
        Combo Plus
        Second Chance
        Finisher Plus
        Blitz+
        Sonic Blade
        Defender


        Spells:
        Cura
        – 10 MP. +15 HP. 1 Ally.
        Aerora – 11 MP. +3 Evasion. 1 Ally. 3 Turns.
        Stonera – 13 MP. Reduces Damage By 10. 1 Ally. 3 Turns.
        Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target.
        Watera – 15 MP. +10 AP. 1 Ally. 3 Turns.
        Warp – 10 MP. +2 Evasion. Self. 1 Turn.


      • D-Links:
        Kidemonas
        Team Incredible

        Keyblade Transformations:
        Glider
        Rapier
        Dual Blades
        Tiger Claws

        Drives:
        Domination
        Cost: 3 DP
        Qamar takes on a fencing stance, thrusting her keyblade to attack and having her speed greatly enhanced. She is able to dodge most attacks with ease, but still cannot take too many hits before being taken down.
        +20 AP
        +1 Evasion
        Regenerate 7 HP per turn.
        Offender: Once Qamar's HP is at 30% or lower she gains another 20 AP.
        Penetrator: Qamar deals 5 hits that deal 5 AP each. She can extend this attack to a maximum 10 hits by sacrificing 10 HP for every additional attack.


     
  8. Arch Mana Knight

    Joined:
    Oct 5, 2007
    Gender:
    Male
    Location:
    Anywhere
    2,429
    [​IMG]


    • Dead.
      Kaela Arrives.
      Kaela's Banner is Used.
      Kaela Dies.
      Mirror Mikaela Arrives.
      Mirror Mikaela Dies.

      Name: Mikaela 'Mika' Mitsune
      Age: 21
      Gender: Female
      Appearance:
      HERE
      Keyblade: Fire's Fox
      Homeworld: Unknown
      Master: Choma
      Personality: Having lost her memory, Mika is rather unsure of herself. The only thing she is sure of is that she really likes her cat,
      Nini. She's a bit scared to trust people, but she's also scared of being alone. More than anything, Mika wants to find out what happened to her.
      Other: She really likes fire and even has a
      flame necklace. It sometimes looks like it is actually on fire and gets hot.

      LVL: 3
      HP: 20
      AP: 12
      MP: 20


      Abilities:
      Guard



      • Dead.
        Name: Adalric Hohenheim
        Age: 24
        Gender: Male
        Appearance:
        Here
        Keyblade: This
        Homeworld: Shalvira
        Master: Aster
        Personality: Very unsocial. Not really so much because he dislikes socializing, but because he doesn't really know how. He says sorry a lot as somewhat of a defense mechanism. He's fairly nice, if a bit hard to talk to.


        LVL: 33
        HP: 150
        AP: 20
        MP: 30
        DP: 3


        Abilities:
        Libra – Once per turn Aldaric can learn about a Boss's moveset to learn about one of its abilities or give insight on the Boss's next move.
        Guard
        Dodge Roll
        Defender
        Second Chance
        Wall
        Fire Screen
        Blizzard Screen
        Thunder Screen


        Spells:
        Cura
        Stonera
        Watera
        Reflera


      • D-Links:
        Aster

        Keyblade Transformations:
        Glider

        Drives:
        Unreachable Garden
        Cost: 3 DP
        Adalric is enveloped in blue and pink hexagons which then shatter, revealing his robe to be flowing and seemingly dissipating into petals at the end, though the material on the cloak never lessens.
        Regain 10 MP
        +30% Defense
        Regenerate
        7 HP per turn.
        Bad Luck: On taking damage, roll twice and take the higher number.
        Weary: For the 2 turns following exiting your form you cannot cast magic and your
        AP is reduced by 10.
        Improved Guard: Whenever Adalric
        saves half of his AP or more during a Guard he cannot take critical damage.
        Spellguard: Adalric's guard takes on magical properties and some of his spells are replaced with their magical variant. Only one of these can be used per turn. Each costs 10 MP to use.
        Steelguard: Doubles effectiveness of guarding. Replaces Stone.
        Mediguard: Heals Adalric inversely proportional to the amount of HP he has remaining. Replaces Cure.
        Mirrorguard: Returns 1/3 of damage to enemies attacking Adalric. Replaces Reflect.




      • Dead.
        Name: 'Glyde Tyler'
        Age: 15
        Gender: Male
        Appearance:
        Glyde
        Keyblade: “Standoff”
        Homeworld: Wayfarers’ Homestead
        Master: Atmos
        Personality: Cautious and skeptical; socially withdrawn and highly selective of interactions; has thus far evaded close emotional bonds with his peers. Comes off as harsh and cold, even towards those that would be his friends, though only when conversation drifts closer to more personal matters. Nonetheless, he proves himself a reliable ally, and a highly motivated pupil.
        Other: He claims to have lost most of his memories, though he may remember more than he let's on. More than likely, only his Master will truly see through his mask at first, and it does seem likely that his name is a pseudonym.


        LVL: 34
        HP: 85
        AP: 48
        MP: 30
        DP: 3

        Abilities:

        Guard
        Dodge Roll
        Shoot – During battle Glyde can shoot up to 3 magical bullets at enemies worth 8 AP. During this his Evasion rises 1 Tier.

        Leaf Bracer
        Fire Boost
        Fire Screen
        Vicinity Break
        MP Haste
        Aero Boost

        Spells:
        Cura – 10 MP. 15 HP. 1 Ally.
        Fira – 9 MP. 8 AP. 6 Targets.
        Thunder – 8 MP. 2 AP. 6 Targets.
        Aerora – 11 MP. +3 Evasion. 1 Ally. 4 Turns.
        Ruin – 15 MP. 6 Times Current DP. 2 Targets.


      • D-Links:
        Atmos
        Jim Hawkins
        Team Incredible


        Keyblade Transformations:
        Glider

        Drives:
        None.

     
  9. LadyAzura Hollow Bastion Committee

    Joined:
    May 21, 2012
    Gender:
    Female
    Location:
    Garreg Mach Monastery
    388
    601
    Illiana will take 2 AP boosts and will learn Doublecast!
     
  10. Maka Albarn It's called love

    Joined:
    May 7, 2008
    Gender:
    Panda
    Location:
    Fairy Tail
    1,201
    Claiming Doublecast
    2 in AP (I needs to hit more stuff!)
    1 in HP
     
  11. Shiki my waifu is better than yours, thanks

    Joined:
    Jun 3, 2007
    Gender:
    Non-Binary
    Location:
    The Future
    440
    Qamar will doooo....

    5 HP for now 70HP
    2 AP for now 60AP
     
  12. Ego Imperium Twilight Town Denizen

    Joined:
    Jul 10, 2009
    Location:
    I reject your reality, and substitute my own.
    64
    289
    Glyde will take two orders of AP Up.
     
  13. Light-Rune Maven Seer

    Joined:
    Jan 8, 2012
    Gender:
    Male
    Location:
    Danville
    376
    573
    Alrighty, I guess I'll start by spending a level each on both HP and AP.

    HP: 120
    AP: 64

    I'll pick Spark as my new spell, cause... well I needed an attack spell, and that one, in particular, fits pretty darn perfectly with my stratagem up to this point.

    Now for the harder bit... upgrades.

    First I'll upgrade Cura to Curaga. I just think it will help a lot.

    Next I'll boost Reflera to Reflega.

    Then we promote Stonera to Stonega.

    And I'll finish it all by upgrading my newly obtained Spark to Sparkra.
     
  14. Aelin Best Waifu

    Joined:
    Jun 30, 2011
    Gender:
    Female
    Location:
    British Columbia, Canada
    1,377
    Tinarah takes White Wizard
    Tinarah will put 3 points in AP and 1 in HP
     
  15. cstar stay away from my waifu

    Joined:
    Dec 19, 2008
    Gender:
    Female
    3,243
    2 ap, 2 hp, and mp gift pl0x
     
  16. CrownMoksha Decimo

    Joined:
    Jan 11, 2011
    Gender:
    Male
    Location:
    On board the DenLiner
    1,340
    Lets go 4 points into AP and learning Judgement
     
  17. Vladek515 Hollow Bastion Committee

    Joined:
    Mar 12, 2015
    Gender:
    Male
    Location:
    Midland
    57
    595
    Let the Repeating Crossbow scythe through the enemy lines! (Double Cast)
    Twin HP
    One AP
     
  18. Light-Rune Maven Seer

    Joined:
    Jan 8, 2012
    Gender:
    Male
    Location:
    Danville
    376
    573
    Chrys Reached Lvl. 50!
    Learns Doublecast!
    HP Increases by 5!
    Watera Upgraded To Waterga!

    Reached Lvl. 51!
    HP Increases by 5!

    Reached Lvl. 52!
    AP Increases by 2!

    Reached Lvl. 53!
    MP Increases by 1!

    Reached level 54!
    MP Increases by 1!
     
  19. cstar stay away from my waifu

    Joined:
    Dec 19, 2008
    Gender:
    Female
    3,243
    I guess I'll just upgrade Fatal and Blizzard (though blizzard can go die in a hole)
    Also gimme AP
     
  20. Aelin Best Waifu

    Joined:
    Jun 30, 2011
    Gender:
    Female
    Location:
    British Columbia, Canada
    1,377
    Upgrading Esuna to Esunara, and Blizzard to Blizzara
    And I will take an hp upgrade