How about a Master of Masters pin and I'll call it even. xD
OOC Thread Old OOC Thread "Why...? Why would you do this..?" "You stood in my way just as the others did. None of you could possibly understand." The hooded figure's keyblade vanished as he approached the fallen Master who was surrounded by his students, each of them barely breathing. The man looked to the blackened sky as the ground beneath him began to shake. "This world too, will fall." Even as he spoke the wind began to pick up as dark clouds swirled overhead. Knowing there was not time to spare the hooded keyblade wielder gripped the Master's collar to lift the man off the floor with relative ease. "Don't waste your last moments cursing me for this betrayal. I can fix this. All of this if you just tell me where they are." "Chasing the light–" The Master coughed out blood splattering it on the black sleeve of his enemy. "That's what caused the first war. You know this!" He gripped the hooded figure's arms as his eyes stared into the black void where a face would have been. "Please, there's still time..." The Master's voice was low and even with the small distance between them it was difficult to hear his voice. "Not for you." Dropping the Master the hooded wielder summoned a keyblade in their right hand and prepared to strike him down when a young student's desperate voice cracked through the storm. "Fira!" The magical burst of flame sped towards their left side but broke apart when the hooded figure summoned a second keyblade leaving them unharmed. The black void hiding their face turned towards the young man who had launched the attack. The young keyblade wielder froze in place in shock that his surprise attack had failed so spectacularly. "Looks like I missed one." The hooded wielder mused. The ground began to shake leaving the young man struggling to keep his balance as the hooded figure began to walk towards him. "I'm sorry it has to be this way, but I have no other choice." "No!" The Master gripped the hooded figure's leg in an attempt to stop his apprentice from meeting the fate of his fellow students but this futile effort was only met with the quick swipe of a keyblade. The Master rolled over onto his back and looked onward at his last student as he began to fade into fragments of light. "Allow us to be your power..." The Master raised his hand, palm outstretched to the only apprentice who still remained on his feet. As he did so, the other students around him stirred and followed suit holding their hands out to the only one with strength left to fight. One by one they began to vanish into fragments of light that began to circle the young man. One by one they faded away until just his Master remained. "No...don't leave me...please..." He outstretched his hand, his voice cracking. "Protect the light." Were the last words his Master spoke before he too vanished. The swirling light that belonged to his fallen friends began to draw near and seep into his skin as he began to take in the last of the strength they had to offer him. "That power won't be enough to protect you, I'm afraid." The hooded figure spoke with unwavering confidence, unfazed by the turn of events as if they had played this out once before. "We'll see about that!" The young man growled, his eyes burning with anger and hatred at the one who had struck down his friends, as he charged forward. A bright golden aura flared out from his body as he drew on all the power of his comrades to end the battle in a single blow. To him, it did not matter if he too faded into the light–or even into the darkness as all that mattered was bringing down the one who caused all this pain. The two clashed blades. The light shining from the Master's apprentice faded, his power spent on the attack. He smirked, allowing himself to take some satisfaction that he had defeated–"H-how...!?" His keyblade dropped to the ground soon followed by his knees hitting the earth beneath him. "Damn...you..." As he fell to the floor, his vision fading to black, he could see the hooded figure walking away from the battlefield unscathed. The hooded figure stopped, turning their head towards the fallen young man. The world was sinking into darkness and in seconds another star would be gone from the sky. "What? Did you think the power of friendship would be enough?" A portal of light opened and without another word the figure disappeared leaving everything that was left to fade away. He had given his students until midday to prepare for their departure and as he watched the rising sun it appeared that the time had nearly come. A chilly breeze came as Choma leaned against the balcony rail to watch tiny flecks of snow fall onto the trees in the castle courtyard below. These students were so young and it pained him to know that their safety in these walls would not last long now but if had not believed they were capable he would have never allowed them to join on this mission. Choma shifted his gaze from the courtyard to the city that resided in the valley shielded by the mountains where his castle resided. The mountains were covered in evergreens but the higher peaks, like the one the castle was built into, were capped in snow. Thankfully, magic older than himself kept his students from freezing any time they ventured out of the castle. Perhaps, when this was all over, things could change. The castle was too large to be shared by so few. There were more rooms than there were people living inside as was the case for every castle created for training keyblade wielders. Those who built these castles must have longed for a time when things were simpler. Choma stepped away from the balcony and began to head towards the Great Hall to await his students. "Hm..." The Master of Overcast Haven leaned back on the armrest of her chair, her legs hanging over the other armrest as she flicked through pages of a very large and very thick book that showed obvious signs of wearing down from age. These days she preferred to stay indoors rather than watch as yet another star vanished from the night sky. Worrying about what she could not change seemed like a pointless endeavor and at least if she learned something new it might help in what was to come. Still... As she read the tome in her hands she was beginning to wonder if it held any answers whatsoever for what was happening. Unless Choma had a very different book than the one she held in her hands, it was unlikely that he had found any answers. It seemed the only Master who had some kind of idea was Thallasa and she had up and vanished. "Maybe..." Atmos shut her book and snapped her fingers causing it to vanish into thin air. "Maybe Eventide might not be the best place to start." Placing a finger on her chin as she mulled it over the woman turned her head to glance at the clock in the hall. She had told her students to be ready for whatever was to come and to expect to be unprepared as well. After all, one could not prepare for everything. Atmos let out a soft sigh and closed her eyes. Maybe it would have done her some good to get some fresh air but she had grown tired of the cloudy days and chilly nights. It was always more cozy to just stay indoors by the fireplace and have a hot drink. So, for today, she took her opportunity to enjoy the warmth of the castle before the adventure they would embark on. "I'm just gonna lay here for a few more minutes..."
"Why...? Why would you do this..?" "You stood in my way just as the others did. None of you could possibly understand." The hooded figure's keyblade vanished as he approached the fallen Master who was surrounded by his students, each of them barely breathing. The man looked to the blackened sky as the ground beneath him began to shake. "This world too, will fall." Even as he spoke the wind began to pick up as dark clouds swirled overhead. Knowing there was not time to spare the hooded keyblade wielder gripped the Master's collar to lift the man off the floor with relative ease. "Don't waste your last moments cursing me for this betrayal. I can fix this. All of this if you just tell me where they are." "Chasing the light–" The Master coughed out blood splattering it on the black sleeve of his enemy. "That's what caused the first war. You know this!" He gripped the hooded figure's arms as his eyes stared into the black void where a face would have been. "Please, there's still time..." The Master's voice was low and even with the small distance between them it was difficult to hear his voice. "Not for you." Dropping the Master the hooded wielder summoned a keyblade in their right hand and prepared to strike him down when a young student's desperate voice cracked through the storm. "Fira!" The magical burst of flame sped towards their left side but broke apart when the hooded figure summoned a second keyblade leaving them unharmed. The black void hiding their face turned towards the young man who had launched the attack. The young keyblade wielder froze in place in shock that his surprise attack had failed so spectacularly. "Looks like I missed one." The hooded wielder mused. The ground began to shake leaving the young man struggling to keep his balance as the hooded figure began to walk towards him. "I'm sorry it has to be this way, but I have no other choice." "No!" The Master gripped the hooded figure's leg in an attempt to stop his apprentice from meeting the fate of his fellow students but this futile effort was only met with the quick swipe of a keyblade. The Master rolled over onto his back and looked onward at his last student as he began to fade into fragments of light. "Allow us to be your power..." The Master raised his hand, palm outstretched to the only apprentice who still remained on his feet. As he did so, the other students around him stirred and followed suit holding their hands out to the only one with strength left to fight. One by one they began to vanish into fragments of light that began to circle the young man. One by one they faded away until just his Master remained. "No...don't leave me...please..." He outstretched his hand, his voice cracking. "Protect the light." Were the last words his Master spoke before he too vanished. The swirling light that belonged to his fallen friends began to draw near and seep into his skin as he began to take in the last of the strength they had to offer him. "That power won't be enough to protect you, I'm afraid." The hooded figure spoke with unwavering confidence, unfazed by the turn of events as if they had played this out once before. "We'll see about that!" The young man growled, his eyes burning with anger and hatred at the one who had struck down his friends, as he charged forward. A bright golden aura flared out from his body as he drew on all the power of his comrades to end the battle in a single blow. To him, it did not matter if he too faded into the light–or even into the darkness as all that mattered was bringing down the one who caused all this pain. The two clashed blades. The light shining from the Master's apprentice faded, his power spent on the attack. He smirked, allowing himself to take some satisfaction that he had defeated–"H-how...!?" His keyblade dropped to the ground soon followed by his knees hitting the earth beneath him. "Damn...you..." As he fell to the floor, his vision fading to black, he could see the hooded figure walking away from the battlefield unscathed. The hooded figure stopped, turning their head towards the fallen young man. The world was sinking into darkness and in seconds another star would be gone from the sky. "What? Did you think the power of friendship would be enough?" A portal of light opened and without another word the figure disappeared leaving everything that was left to fade away.
He had given his students until midday to prepare for their departure and as he watched the rising sun it appeared that the time had nearly come. A chilly breeze came as Choma leaned against the balcony rail to watch tiny flecks of snow fall onto the trees in the castle courtyard below. These students were so young and it pained him to know that their safety in these walls would not last long now but if had not believed they were capable he would have never allowed them to join on this mission. Choma shifted his gaze from the courtyard to the city that resided in the valley shielded by the mountains where his castle resided. The mountains were covered in evergreens but the higher peaks, like the one the castle was built into, were capped in snow. Thankfully, magic older than himself kept his students from freezing any time they ventured out of the castle. Perhaps, when this was all over, things could change. The castle was too large to be shared by so few. There were more rooms than there were people living inside as was the case for every castle created for training keyblade wielders. Those who built these castles must have longed for a time when things were simpler. Choma stepped away from the balcony and began to head towards the Great Hall to await his students.
"Hm..." The Master of Overcast Haven leaned back on the armrest of her chair, her legs hanging over the other armrest as she flicked through pages of a very large and very thick book that showed obvious signs of wearing down from age. These days she preferred to stay indoors rather than watch as yet another star vanished from the night sky. Worrying about what she could not change seemed like a pointless endeavor and at least if she learned something new it might help in what was to come. Still... As she read the tome in her hands she was beginning to wonder if it held any answers whatsoever for what was happening. Unless Choma had a very different book than the one she held in her hands, it was unlikely that he had found any answers. It seemed the only Master who had some kind of idea was Thallasa and she had up and vanished. "Maybe..." Atmos shut her book and snapped her fingers causing it to vanish into thin air. "Maybe Eventide might not be the best place to start." Placing a finger on her chin as she mulled it over the woman turned her head to glance at the clock in the hall. She had told her students to be ready for whatever was to come and to expect to be unprepared as well. After all, one could not prepare for everything. Atmos let out a soft sigh and closed her eyes. Maybe it would have done her some good to get some fresh air but she had grown tired of the cloudy days and chilly nights. It was always more cozy to just stay indoors by the fireplace and have a hot drink. So, for today, she took her opportunity to enjoy the warmth of the castle before the adventure they would embark on. "I'm just gonna lay here for a few more minutes..."
You're in cstar. Gonna be writing the first post so...if anyone has questions, feel free to ask. Also, I'll still be accepting OCs as long as this thread is open.
There were some new Heartless around this time. Alongside the Shadows were some strange looking ball-shaped Heartless that reminded him a little too much of balloons and the thought of popping them amused him to a greater degree than it should have. Perhaps it was the face of the creature that somehow looked more like it was painted on the surface than actual eyes and a mouth or the way that its body tapered down to a tail that looked more like it belonged in a child's hand than swaying...menacingly? Alder caught up with the others and watched as they, more than competently, handled themselves against the Heartless. It seemed like they had grown stronger since the first fight and to be honest he was feeling more capable as well now. If only due to surviving numerous attacks from earlier. Not that it took any effort to do so but having his keyblade already in hand meant that he could just jump straight in, cutting down a Darkball that the other two had already struck at. In his mind he heard a popping sound despite the fact that it was not a balloon made of darkness...but it did feel that way... He shook off the silly thoughts that were starting to cloud his focus and spun his keyblade in hand, eyeing the remaining three Darkballs that were still floating about surrounding the group. "Just three? Then this should be over in a flash." The figure they had chased down seemed to be hiding but, hopefully, was not going anywhere any time soon. They needed answers and with no other people in the town from what he could see, that person was their only hope of figuring everything out. A grim thought did pass through his mind however. What did become of those that lived here? Were there still some still living in hiding? Did they become Heartless themselves? Did they flee? Or did a worse fate befall upon them? "Well, whatever the case, we'll find out soon enough." He muttered to himself keeping in mind that at least there was one survivor still around. Alder drew his keyblade back to prepare an attack, knowing that Heartless like these would likely have little idea what "telegraphing" was, and used the full force of his strength to destroy another Darkball in one downward strike. As he lifted the blade he turned his attention towards the next ballo--Darkball that was already aggressively floating their way. Amused, Alder waited for it to come closer before batting it with his keyblade a good distance back though it did not fly as far as he expected as if the Darkball was floating in water rather than air. Once more, Alder spun his keyblade to hold it out from him to keep in a guarded stance as he braced himself for retaliation. "Starting to regret taking the easy path yet?" He directed towards Kara, glancing over at the girl who had brought them here. If the paved path lead them to a place like this he wondered how the others were faring taking a darker road forward. Total words: 520 BP spent: 25 Heartless defeated: 2 Darkballs Damage dealt: 4BP dealt to the damaged Darkball, 15BP to a second, 6BP dealt to the third Darkball leaving it at 9BP. 2 Darkballs left. One at 15 BP one at 9 BP.
There were some new Heartless around this time. Alongside the Shadows were some strange looking ball-shaped Heartless that reminded him a little too much of balloons and the thought of popping them amused him to a greater degree than it should have. Perhaps it was the face of the creature that somehow looked more like it was painted on the surface than actual eyes and a mouth or the way that its body tapered down to a tail that looked more like it belonged in a child's hand than swaying...menacingly? Alder caught up with the others and watched as they, more than competently, handled themselves against the Heartless. It seemed like they had grown stronger since the first fight and to be honest he was feeling more capable as well now. If only due to surviving numerous attacks from earlier. Not that it took any effort to do so but having his keyblade already in hand meant that he could just jump straight in, cutting down a Darkball that the other two had already struck at. In his mind he heard a popping sound despite the fact that it was not a balloon made of darkness...but it did feel that way... He shook off the silly thoughts that were starting to cloud his focus and spun his keyblade in hand, eyeing the remaining three Darkballs that were still floating about surrounding the group. "Just three? Then this should be over in a flash." The figure they had chased down seemed to be hiding but, hopefully, was not going anywhere any time soon. They needed answers and with no other people in the town from what he could see, that person was their only hope of figuring everything out. A grim thought did pass through his mind however. What did become of those that lived here? Were there still some still living in hiding? Did they become Heartless themselves? Did they flee? Or did a worse fate befall upon them? "Well, whatever the case, we'll find out soon enough." He muttered to himself keeping in mind that at least there was one survivor still around. Alder drew his keyblade back to prepare an attack, knowing that Heartless like these would likely have little idea what "telegraphing" was, and used the full force of his strength to destroy another Darkball in one downward strike. As he lifted the blade he turned his attention towards the next ballo--Darkball that was already aggressively floating their way. Amused, Alder waited for it to come closer before batting it with his keyblade a good distance back though it did not fly as far as he expected as if the Darkball was floating in water rather than air. Once more, Alder spun his keyblade to hold it out from him to keep in a guarded stance as he braced himself for retaliation. "Starting to regret taking the easy path yet?" He directed towards Kara, glancing over at the girl who had brought them here. If the paved path lead them to a place like this he wondered how the others were faring taking a darker road forward. Total words: 520 BP spent: 25 Heartless defeated: 2 Darkballs Damage dealt: 4BP dealt to the damaged Darkball, 15BP to a second, 6BP dealt to the third Darkball leaving it at 9BP. 2 Darkballs left. One at 15 BP one at 9 BP.
YOUR NAME IS SO LATIN, IT'S ALREADY HALF-XEHANORT. Oh wait that joke doesn't work... Uh...maybe a '67 Impala because I'm a Supernatural fan. It was good. Saw the new Power Rangers movie. Fun movie. Favorite genre? Hm...action or horror(when done right). Yeah. Mexico is like...a 30 minute drive for me. Until I need to breathe. Hm...top 5...I don't have that. But I've got some current favorites. In no particular order: The Glass Bridge(THAT SOLO MMMM), Rebirth, Apeirophobia, Invidia, and this mashup. A Keyblade seems handy. Though I suppose a Green Lantern ring would be even more versatile... I'm from Texas. But this is due to a particular SpongeBob episode. Chicken I guess? Basically everything I don't eat. Not really. Everywhere will be part of Texas soon enough so I don't have to worry. Maybe New Mexico(soon to be New Texas) because there's trees and more snow there than here...and Whataburger still exists there.
Glad to have you on board, Heart. The RP should start by Sunday or somewhere next week.
Realized I didn't answer this question: There's a survival horror style RP I mentioned to several people a few years back that I never got around to writing despite having made several icons and graphics for it. There was some extra stuff I had wanted to do for it like recording an unsettling video for it(WITH MY MAXIMUM EXPERTISE IN THE HORROR GENRE) but...I just never got around to it. Honestly, some of the plot I had in mind might have been too extreme for KHV(not even talking about gore) or an RP so maybe it's a good thing it was never made. I honestly don't know. Seriously. Well, for one, it's more amusing than it has any right to be teasing you about Zack Fair and his death. It was fun geeking out with you over FFXV though. c: You're another one of the good ones. Terra. Zero hesitation on that because despite how gullible he was he was just so cool. Lea is just Axel minus the face tattoos. So they're the same character to me. Hm...I like Axel. He's a fun character and as silly as "GOT IT MEMORIZED" is it's still pretty catchy. You could say...I've got that memorized. I do like his bromance with Roxas and the attitude he showed the gang when they called him Axel when he was already...uh...not...Axel. "No guys! I'm Le-UGH. FINE. WHATEVER. JUST CALL ME AXEL." HMMMM. I'm a huge Type-0 fan but it isn't my favorite. FFXV might be...but then so might Duodecim.... You know what? I'll go with Secret of Mana. It's a sequel to a Final Fantasy spinoff so...IT COUNTS. Noctis for sure. OFF MY CHAIR, JESTER. THE KING SITS THERE. Well you're one of the few people around who I can go on about sciencey stuff with in depth(yes, we scientists call our work "sciencey stuff"). You're British so it's also fun to poke at your usage of the phrase "time to eat tea". You're awesome. Hm...dunno if I have a favorite RP. I have several that I've really enjoyed. Mystic, Boy Wonder's Supernatural RP, The Fallen, Magick's Mortal Instruments RP, and many others that I've forgotten to mention(sorry other RPers if I didn't mention your RPs). Who says I haven't already? Um...I'd get you to build me a super laser. Then with my evil Archdoom Fortress of Solitude I'd force the UN to bend to my will with the use of said super laser. Then destroy all the countries that aren't already part of the UN because Supreme Overlord Arch does not have the time to force everyone to submit to his will. Overly religious Republicans. Gonna build a wall around them. No, a dome. Then fill it with cement. I don't like heights. Maybe if I had some incurable deadly disease I would. Well my custom guitar was about...$2,400+, I bought two other guitars after that that are probably worth about $700+ together. I have another three guitars but those were gifts. So I'm sure I spent at least $3,200 on guitars. Still planning on buying more when the money comes around but I'm good for a long while. Hm...that's a tough one. I suppose the most useful one in my day-to-day life would be mind control. Genie. Gimme my three wishes! I don't think I've eaten anything strange. Too picky. Hm...I guess when I was little I used to like putting ketchup on scrambled eggs. I haven't done that in nearly 20 years now. You make the other person leave.
You three are in. I've already got a discord server set up and will be dishing out the invites later today.
Hmmm.... but seriously...uh...you're fun. Good RPer. Not as good as me but still very good. c: AND SO CANADIAN. In the past? Mystic. Right now it might be my newest RP which every RPer should totally check out. DBZ. Or Cyborg 009. Hmmmmm.... I don't have one. But to give some kind of decent answer...this one. Texas is the best. THE BEST. One being the lowest and Ten being the highest? Negative Ten. Maybe you focus a little too much on KHUX scores(and how often I destroy everyone). But you seem nice. We just don't talk very much. Nice to have a fellow Hispanic around though. RP section and (whenever I upload a song) the Production Studio. OH BUT THE KINGDOM HEARTS NEWS. MMMM. NEWS. MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM That's King Noctis to you. Yes. Texas does have its own brand of toast. It's bigger than normal toast. Enough to buy another guitar. KILLER. WHALE. (despite the fact they're not actually whales) "That was a funny dream." Arch. This one maybe. YOU ARE. BLACK MAGIC. Because they're wrong. And dumb. They're losers. Yuuuuugggeee losers. Gabranth because HATRED IS WOT DRIVES HIM. Hm...Roxas. OMNIMON. I would dump KHUX immediately. That's how fast and hard I'd buy it. Zero. Zero threat. Because she's Canadian.
Main Thread 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. Choma – The 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. Atmos – The 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. Thallasa – The 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. Koa – A 20 year old young man who is one of the Light Chaser's seven apprentices. He also happens to be Illiana's brother. Dentro – A 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. Zeno – The 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. Pagos – A child prodigy found by the Light Chaser when he was 12. He's highly intelligent and an extremely skilled ice mage. Avra – Another student of the Light Chaser. Possibly the most loyal of the Light Chaser's apprentices and most aggressive. She is highly focused and competitive. Gero – The 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. Kaio – A 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. Varos – A 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. Aster – Atmos and Avra's elder sister who was promoted to the Council sometime after Varos. Under normal circumstances she is quite tame and enjoys looking after others. Skia – A 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. Thyella – Joined 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. Kidemonas – A 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. Selene – A 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. The Guide The Flow of Combat Magic Statuses Abilities Dimension Links Drives Enemies Combat in this RP will be turn-based. Meaning, that after you make your actions in battle, you cannot make more actions until the enemy has had their turn. LVL – Level HP – Hit Points AP – Attack Power MP – Magic Points DP – Drive Points Everyone starts out at Level 1 with 20 HP, 8 AP, and 10 MP. Gaining Levels is determined by story progress and activity. On special circumstances, a new character may start at a Level higher than 1(message me for details if you're joining late). For every Level gained you may increase your HP by 5 or your AP by 2. Leveling to 50 and beyond alters the rewards you can receive. 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 (see Enemies page). Ending your turn with more than 0 AP does not grant you any benefits. AP is recovered at the end of every turn. MP is used for casting spells. If a spell costs more MP than what you have, you cannot cast the spell. MP recovers at the end of every battle unless specified otherwise. Increasing MP only happens through advancing in 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 MP surplus. EX: You are at 0/20MP and regain 30 MP. You will have 30/20MP. DP is used for entering Drives and determining how long a form lasts. DP does not reset after battle and must be earned by posting. Increasing DP only happens through advancing in the story. If your HP is reduced to 0 during battle your character is knocked unconscious. The revived character does not get their turn unless they are revived. HP is recovered at the end of battle unless specified otherwise. What happens if everyone's character in the battle is knocked out? Who knows! Perhaps it might worth your time to find out... When combat is initiated at the end of every 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 have AP remaining at the end of your turn, you still cannot act again until the enemy side has had their turn. If you do not post by the end of a round you will automatically take damage equal to the average the other characters had received. Magic spells are powerful assets that can help turn the tide of battle. Casting magic costs MP. Only 1 Spell can be cast per turn. Enemies may be weak to certain kinds of spells. They will be color coded so that you can easily decipher what is most effective on them. 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 increases a boss's Break Gauge by 10%. Hitting a colored enemy without their weakness deals half damage(rounded down). Cure – 10 MP Cost. Heals 10 HP to oneself or any other target. Cura – Heals 15 HP. Curaga – Heals 25 HP. Curaza – Heals 40 HP.Fire – 9 MP Cost. An explosive burst of flame that strikes multiple targets. Can destroy 3 targets of 4 AP or less. Fira – 4 targets at 8 AP. Firaga – 5 targets at 16 AP. Firaza – 7 targets at 30 AP.Blizzard – 10 MP Cost. A single shard of ice that can destroy a target of 20 AP or less. Blizzara – 40 AP. Blizzaga – 80 AP. Blizzaza – 140 AP.Thunder – 8 MP Cost. Bolts of lightning rain down from the sky destroying 6 targets with AP values of 2 or less. Thundara – 8 targets at 4 AP. Thundaga – 13 targets at 6 AP. Thundaza – 20 targets at 10 AP.Aero – 11 MP Cost. A current of wind lightens your step. Boosts Evasion by 1 Tier for 3 Turns. Aerora – Evasion up 2 Tiers. Aeroga – Evasion up 3 Tiers. Aeroza – Evasion up 4 Tiers.Stone – 13 MP Cost. Stones form a protective armor on your torso. Reduces damage taken by 5 for 3 Turns. Stonera – Reduces damage by 10. Stonega – Reduces damage by 15. Stoneza – Reduces damage by 20.Water – 15 MP Cost. A surge of water rushes over your blade. Boosts AP by 6 for 3 Turns. Watera – Boosts AP by 10. Waterga – Boosts AP by 14. Fills Break Gauge by 5% every turn you use your AP to attack. Waterza – Boosts AP by 20. Fills Break Gauge by 10% every turn you use your AP to attack.Reflect – 15 MP Cost. A barrier that explodes when attacked. Negates 10 Damage. Deals 10 AP damage 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.Poison – 15 MP Cost. Causes 5 AP damage per turn on bosses. Stacks if cast by multiple characters. Poisona – Causes 7 AP damage per turn. Poisonga – Causes 10 AP damage per turn. Poisonza – Causes 15 AP damage per turn.Ruin – 15 MP Cost. A focused magical barrage doing 6 Times your current DP hitting up to 2 targets. Ruinra – Does 12 Times your current DP hitting up to 2 targets. Ruinga – Does 20 Times your current DP hitting up to 2 targets. Ruinza – Does 30 Times your current DP hitting up to 3 targets.Fatal – HP 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.Esuna – 15 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 Poison, Stun, Silence, Imperil, and Rasp from 3 targets.Veil – 10 MP Cost. 50% of preventing Status Ailments on 2 targets for 3 Turns. Veilra – 55% of preventing Status Ailments on 3 targets. Veilga – 65% of preventing Status Ailments on 4 targets. Veilza – 80% of preventing Status Ailments on 5 targets.Stop – 15 MP Cost. 10% of making a boss skip a turn. Fills Break Gauge by 10%. Cannot be Multicast. Stopra – 15% of making a boss skip a turn. Fills Break Gauge by 15%. Stopga – 25% of making a boss skip a turn. Fills Break Gauge by 20%. Stopza – 40% of making a boss skip a turn. Fills Break Gauge by 30%.Magnet – 5 MP Cost. Draws prizes mid-battle. 4% 1 DP, 23% 20 HP, 13% 10 MP, 5% 2 Rewards. Magnera – 4% 1 DP, 30% 20 HP, 15% 10 MP, 6% 2 Rewards. Magnega – 5% 1 DP, 33% 20 HP, 20% 10 MP, 7% 2 Rewards. Magneza – 10% 1 DP, 35% 25 HP, 25% 15 MP, 10% 2 Rewards, 5% 3 Rewards.Warp – 5 MP Cost. A short ranged teleport that boosts Evasion 1 Tier for 1 Turn. Cannot be Multicast. Warpra – 4 MP Cost. Warpga – 3 MP Cost. Warpza – 1 MP Cost.Spark – 10 MP Cost. Shards of light spin around you doing 8 AP to 5 targets and healing you for 5 HP. Sparkra – 9 MP Cost. 10 AP to 5 targets healing you for 5 HP. Fills Break Gauge by 5%. Sparkga – 8 MP Cost. 12 AP to 5 targets healing you for 10 HP. Fills Break Gauge by 10%. Sparkza – 6 MP Cost. 14 AP to 6 targets healing you for 15 HP. Fills Break Gauge by 15%.Leaf – 2 DP Cost. Call the power of nature to recharge your MP by 5. Leafra – Restores 5 MP and 10 HP. Leafaga – Restores 5 MP, 20 HP, and removes Pain from yourself. Leafaza – Restores 5 MP and 20 HP. Removes Pain, Slow, and Scourge from yourself. As enemies grow more powerful so too do their abilities. Below are a list of Status Ailments that can be inflicted on you. Status Ailments last the duration of the battle or until they are remedied by the appropriate level of Esuna. Stop and Doom cannot be removed by Esuna. 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. Imperil – Passive Abilities, including Guard, 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. Pain – Guard 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. [Duration: 3 Turns] Shell – The boss takes half damage from all magic. [Duration: 3 Turns] Saber – The boss's attacks penetrate Stone and Reflect spells. [Duration: 3 Turns] Haste – Occasionally the boss will receive 2 turns. [Duration: 3 Turns] Regen – The boss regains 50 HP per turn. [Duration: 5 Turns] Reraise – The boss revives at full HP when knocked out. [Duration: 5 Turns] Sap – Every point of damage dealt is HP restored by the boss. [Duration: ???] Aura – The boss regenerates every turn. [Duration: ???] Element Vulnerable – The boss will only take damage by being struck with a certain element. [Duration: ???] Null Magic – The boss is immune to all magical attacks and effects. [Duration: ???] Null Physical – The boss is immune to all physical attacks. [Duration: ???] Break – When the Break Gauge is full the boss is prevented from taking special actions and takes extra damage based on how quickly posts are made after a boss is stunned. [Duration: 1 Turn] Breaking A Boss: All bosses will have a Break Gauge that, when filled, cause a boss to enter the Break Status. Certain Active Abilities and Spells will fill the Break Gauge by fixed percentages. If the boss has an elemental weakness its Break Gauge will increase by 10%. When in Break Status the boss will not take special actions such as casting spells. During the turn the boss has been placed in Break Status the boss will take additional damage based on how quickly characters act the following turn. Every 5 Levels a character can take a new Ability. Passive Abilities are always active. Each Active Ability can only be used once per battle. You can only use 1 Active Ability per turn. Active Abilities are italicized in your character form. Passive Abilities Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. [Can be taken up to 3 times.] White Mage – Cure heals 2 targets instead of 1. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Defender – Reduce 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 against Bosses.] Increase damage dealt to Bosses when posting first by 10. [Can be taken up to 2 times.] Finisher Plus – [Only effective against Bosses.] Increases damage dealt by physical damage by 15 when all AP is spent. [Can be taken up to 2 times.] Fire Boost – Fire hits 1 extra target. [Can be taken up to 3 times.] Blizzard Boost – Boosts Blizzard damage by 5. [Can be taken up to 3 times.] Thunder Boost – Thunder hits 1 extra target. [Can be taken up to 3 times.] Cure Boost – Boosts Cure strength by 5. [Can be taken up to 3 times.] Red Mage – Aero, Stone, and Water last an extra turn. Aero Boost – Aero lasts an extra turn. Stone Boost – Stone 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 – Casting Reflect boosts the defense of the party. Link Boost – D-Links last an extra turn. MP Haste – Regain 1 MP per turn. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. White Wizard – Cure heals 3 targets. Veil Esuna costs 10 MP. [Requires White Mage.] Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. [Requires Black Mage.] Red Wizard – Aero, Stone, and Water now cost 10 MP. [Requires Red 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 – Allows you to use 2 Spells in 1 turn. Triplecast – Allows you to use 3 Spells in 1 turn. [Requires Doublecast.] Quadcast – Allows you to use 4 Spells in 1 turn. [Requires Triplecast.] Quintcast – Allows you to use 5 Spells in 1 turn. [Requires Quadcast.] Green Mage – Reflect costs 12 MP. Reroll Magnet if no prizes are obtained. Green Wizard – Ruin costs 12 MP. Leaf costs 1 DP. [Requires Green Mage.] Blue Mage – Veil costs 5 MP. Spark hits 1 additional target and heals 5 more HP. Blue Wizard – Poison costs 10 MP. Warp increases Evasion 2 Tiers. [Requires Blue Mage.] Combo Master – Use 2 Active Abilities per turn. [Must be Level 80.] Active Abilities Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. [Replaces Blitz.] Sonic Blade – A rapid 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 dealing an attack 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 10%. [Replaces Strike Raid.] MP Drain – Convert 20 AP into 5 MP. [Can be used once per turn.] MP Gift – Give 10 of your MP to another character. [Can be used once per turn.] Magnet Burst – Deal 4 AP to 5 enemies. Explosion – Deal 6 AP to 10 enemies. Fills Break Gauge by 5%. [Replaces Magnet Burst.] Ripple Drive – Deal 6 AP to 15 enemies. Fills Break Gauge by 10%. [Replaces Explosion.] Ragnarok – Deal 8 AP to 20 enemies. Fills Break Gauge by 15%. [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 1 Tier. [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 30%. [Must be Level 60.] Flash Step – A lightning fast attack that deals 10 AP damage. Fills Break Gauge by 40%. [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 10%. [Must be Level 70. Replaces Sonic Blade.] MP Drain+ – Convert 10 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.] Dodge Roll Max – Consume 1 AP to boost Evasion by 1 Tier. [Must be Level 85. Replaces Dodge Roll+. Can be used once per turn.] Lancet – During the turn this ability is active, every enemy you destroy restores 1 HP. [Must be Level 90.] MP Drain Max – Convert 5 AP into 5 MP. [Must be Level 95. Replaces MP Drain+. Can be used once per turn.] 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. 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. 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. 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.] Allies you bond with form links from which you can draw on their power. Only 1 D-Link can be used per battle. D-Links can only be used on certain occasions. D-Links last 3 turns including the turn you activated it in. D-Links cannot be used while a Drive is active. Choma – "Gaia's Bane" Boosts AP by 20 and raises defense by 15%. Atmos – "Skyward Key" Restores MP by 15 and raises Evasion 1 Tier. Light Chaser – "Radiance" Restores HP by 30 and MP by 10. Boosts AP by 10. Raises both defense by 10% and Evasion 1 Tier. Torrin – "Wrath of Darkness" Spells deal an extra 10 damage per hit. Jim Hawkins – "Solar Surfer" Boosts Evasion 4 Tiers. Joch – "Royal Black" Restores HP by 10. Boosts Evasion 1 Tier and defense by 15%. Gero – "Mastery" All spells function as 1 Tier higher than what you have learned. Stamatis – "Prophecy" Whenever you are about to receive a Critical Hit, you take 0 damage instead and heal for 25 HP. Kidemonas – "Multiskill" Boosts AP by 10 and restores MP by 10. Aster – "Dark Star" Boosts AP by 30. Team Incredible – "Super" Restores 2 DP upon activation. Machina – "Awakening" Boosts AP by 20 upon activation. Boosts AP by another 10 every turn you are not hit. D-Link ends upon being 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 do not reset after every battle. 1 DP is earned every 10 posts outside of battle. 1 DP is earned at the end of every battle. Getting knocked out in combat rests your DP to 0. Increasing DP is only done through advancements in the story. You cannot use a Drive and a D-Link at the same time. The stronger the enemy, the more AP is required to defeat it. Bosses, however, have HP instead of a set number of AP needed to defeat them. AP used against a Boss is the damage dealt to its HP. 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 Bolt Tower - 20 AP Fiery Globe - 2 AP Red Nocturne - 4 AP Minute Bomb - 4 AP* Heat Saber - 12 AP Crimson Jazz - 20 AP Icy Cube - 2 AP Blue Rhapsody - 4 AP Fortuneteller - 10 AP Search Ghost - 12 AP Earth Core - 14 AP *Left unchecked a Minute Bomb can deal 20 damage to any number of party members in battle by detonating. Others Helping Hats - 6 AP Killing Hats - 10 AP Bosses Behemoth - 1000 HP/16 ATK/70% BG Behemoth Omega - 2500 HP/20 ATK/100% BG Arch Behemoth - 4000 HP/32 ATK/200% BG Darkside - 160 HP/13 ATK/70% BG Darkside Omega - 700 HP/17 ATK/100% BG Dark Follower - 2000 HP/23 ATK/150% BG Neo Darkside - 5000 HP/30 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 - 1000 HP/18 ATK/100% BG Dark Hide - 1600 HP/21 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 1. No godmodding, powerplaying, etc. 2. No gore and no excessive cursing. Unless it’s a magic curse. Then that’s fine. 3. Level ups will be given based on participation. 4. Avoid one-liners. I am not going to impose a minimum character/paragraph limit to keep things light on everyone but please try to put some effort into your posts. 5. Some keyblades are off-limits. Master Xehanort’s Keyblade and obviously the X-Blade. 6. During battle, you must at least write something relevant to the fight when taking your turn including the actions your character has taken. 7. When in doubt, ask me! Seriously, I’m open to questions so don’t be afraid to ask. 8. Feel free to use the "other" section to add in any relations your character may have with others if they come from the same world or bonded during their training. 9. Rules may be added, changed, or removed as I see fit. 10. Absence from the RP for 20 days, without any notice, will result in your character being removed from the RP. Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 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. ??? ??? ??? ??? Character Sheet Code: Name: Age: Gender: Appearance: Keyblade: Homeworld: Master: [Leave blank.] Personality: Other: LVL: 1 HP: 20 AP: 8 MP: 10 DP: 3 KHGrl15 Aelin FireHeart Mok Heart cstar Maka Ego Imperium O.KnightofTwilight Vladek515 Arch Beucefilous Zimmy NPCs Illiana Forms 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: 33 HP: 60 AP: 56 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Counter Heal – Illiana's Evasion is permanently raised by 1 Tier. Whenever Illiana dodges an attack she automatically regains 5 HP. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Defender – Reduce damage when at 30% or lower HP. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. Spells: Cure – 10 MP. +10 HP. 1 Ally. Fira – 7 MP. 8 AP. 5 Targets. Blizzara – 7 MP. 45 AP. 1 Target. Thundara – 7 MP. 4 AP. 9 Targets. Ruin – 15 MP. 6 Times Current DP. 2 Targets. D-Links: Atmos Jim Hawkins Team Incredible Machina Keyblade Transformations: Glider Twin Fans Drives: Fledgling Fire Cost: 3 DP Like a newborn dragon, this form allows Illiana to channel her inner fire. The start of a fire hotter than the sun. 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 is casted around 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. Tinarah Forms 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: 34 HP: 75 AP: 52 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] MY FRIENDS! – Whenever casting Cure on someone other than herself the spell heals 15 more HP. Defender – Reduce damage when at 30% or lower HP. Cure Boost – Boosts Cure strength by 5. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. MP Haste – Regain 1 MP per turn. Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. White Mage – Cure heals 2 targets instead of 1. Spells: Cura – 10 MP. +20 HP on self. +35 HP on allies. 2 Allies. Blizzard – 10 MP. 15 AP. 1 Target. Fira – 9 MP. 8 AP. 5 Targets. Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target. Esuna – 15 MP. Removes Poison and Stun. 1 Ally. D-Links: Choma Stamatis Team Incredible Keyblade Transformations: Glider Harp Drives: Magic's Dance Cost: 3 DP When entering the form a blue-ish glow surrounds Tinarah before an icy frost clings to her keyblade for the remainder of the time in this form. 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. Chrono Forms 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: 33 HP: 85 AP: 46 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Defender – Reduce damage when at 30% or lower HP. Temporis Imitatio – The more AP left unused at the end of the turn, the higher the chance Chrono will dodge an attack by leaving an afterimage of himself instead of Guarding. The Time Clone will attack with a random Active Ability Chrono has learned when activated. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. Strike Raid – Deal 10 AP damage to 2 enemies. Hits bosses for 20 AP. Fills Break Gauge by 5%. Red Mage – Aero, Stone, and Water last an extra turn. Spells: Cura – 10 MP. +15 HP. 1 Ally. Thundara – 8 MP. 4 AP. 8 Targets. Watera – 15 MP. +6 AP. 1 Ally. 4 Turns. Aero – 11 MP. +1 Evasion. 1 Ally. 4 Turns. Ruin – 15 MP. 6 Times Current DP. 2 Targets. D-Links: Atmos Jim Hawkins Team Incredible Keyblade Transformations: Glider Gun 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 it passes. 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. Dead. Kaela Arrives. Kaela's Banner is Used. Death of Kaela. Mirror Mikaela Arrives. Death of Mirror Mikaela. Name: Mikaela 'Mika' Mitsune Age: Late teens- early 20s (no one is really sure) 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 – Defense is boosted proportional to the amount of AP saved. Take Forms 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: 34 HP: 110 AP: 38 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Provoke – Once per battle Takehiko can draw enemy attention from 2 allies. His defenses are boosted during this. Defender – Reduce damage when at 30% or lower HP. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Reaction Boost – [Only effective against Bosses.] Increase damage dealt to Bosses when posting first by 10. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Wall – Casting Reflect boosts the defense of the party. Spells: Cura – 10 MP. +15 HP. 1 Ally. Blizzard – 10 MP. 20 AP. 1 Target. Stonera – 13 MP. Reduces Damage By 10. 3 Turns. Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target. Fatal – HP. AP Equal To 1/4 HP Sacrificed. Any Targets. D-Links: Atmos Jim Hawkins Team Incredible Keyblade Transformations: Glider Great Axe 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. Aria Forms Name: Aria Dorin Age: 17 Gender: Female Appearance: ★~Here~★ Keyblade: ☾~Colorful World~☾ Homeworld: Amerath Master: Choma (God bless his soul) 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: 33 HP: 90 AP: 44 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Rainbow Glow – Aria casts an armor of light on the party that lasts for 3 turns. Their defenses are increased by 30%. White Mage – Cure heals 2 targets instead of 1. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid 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%. Link Boost – D-Links last an extra turn. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. Spells: Cura – 10 MP. +15 HP. 2 Allies. Fire – 9 MP. 4 AP. 3 Targets. Blizzard – 10 MP. 20 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 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. Glyde Forms 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: 32 HP: 85 AP: 44 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] 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 – Take reduced damage when casting Cure. Fire Boost – Fire hits 1 extra target. Fire Screen – Reduces Fire damage taken. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. MP Haste – Regain 1 MP per turn. Aero Boost – Aero lasts an extra turn. Spells: Cura – 10 MP. 15 HP. 1 Ally. Fira – 9 MP. 8 AP. 5 Targets. Thunder – 8 MP. 2 AP. 6 Targets. Aerora – 11 MP. +2 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: ??? Chrys Forms 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: 47 HP: 115 AP: 62 MP: 40 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. White Mage – Cure heals 2 targets instead of 1. Defender – Reduce damage when at 30% or lower HP. 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 any magical buffs caused by Spells from all enemies. Stone Boost – Stone lasts an extra turn. Red Mage – Aero, Stone, and Water last an extra turn. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. MP Haste – Regain 1 MP per turn. MP Drain – Convert 20 AP into 5 MP. [Can be used once per turn.] Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Spells: Cura – 10 MP. +15 HP. 2 Allies. Aerora – 11 MP. +2 Evasion. 4 Turns. Watera – 15 MP. +10 AP. 1 Ally. 4 Turns. Stonera – 13 MP. Reduces Damage By 10. 1 Ally. 4 Turns. Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target. 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 then begins to levitate, as well as 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. Boreas Forms 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: 37 HP: 100 AP: 48 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Inspiring Presence – Boreas makes a call to arms increasing the party's AP by 10 and Evasion by 1 Tier for 3 Turns. Defender – Reduce damage when at 30% or lower HP. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Finisher Plus – [Only effective against Bosses.] Increases damage dealt by physical damage by 15 when all AP is spent. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. 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 Target. Poison – 15 MP. 3 AP Per Turn. 1 Target. Boss Only. Stacks If Cast By Other Characters. D-Links: Torrin Joch Team Incredible Keyblade Transformations: Glider Repeating Crossbow Glaive-Guisarme Drives: To Glory and Ruin! Cost: 3 DP A reckless charge of the enemy with Boreas attacking anything in his way, stopping at nothing. A purple flame aura surrounds Boreas, trailing him as he surges forward, 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. Torrin Forms 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 any past mistakes. Only those connected to his past cause him to lighten up. He takes time warming up to new people. Other: During his time in the Realm of Light, he trained under a second master. Torrin gained his Mark of Mastery under that master. {Mirror Torrin} LVL: 62 HP: 160 AP: 74 MP: 50 DP: 5 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] 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 – When defeating 3 enemies of the same type, 2 additional enemies of the same type can be defeated for 0 AP. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid 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%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. Strike Raid – Deal 10 AP damage to 2 enemies. Hits bosses for 20 AP. Fills Break Gauge by 5%. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Blue Mage – Veil costs 5 MP. Spark hits 1 additional target and heals 5 more HP. Blue Wizard – Poison costs 10 MP. Warp increases Evasion 2 Tiers. Spells: Curaga – 10 MP. +25 HP. 1 Ally. Firaza – 7 MP. 30 AP. 8 Targets. Blizzaga – 7 MP. 75 AP. 1 Target. Thundaga – 7 MP. 6 AP. 14 Targets. Waterza – 15 MP. +20 AP. 10% BG. 1 Ally. 3 Turns. Ruinga – 15 MP. 20 Times Current DP. 2 Targets. Fataga – HP. AP Equal To HP Sacrificed. Any Targets. D-Links: Team Incredible Machina Keyblade Transformations: Glider Dual Blades Halberd Bow Greatsword Axe Drives: Critical Form Cost: 3 DP A faint white aura emanates from Torrin. His fighting style becomes faster and more efficient with little flash or flair shown in his attacks. He incorporates unarmed strikes in his as well during this form. Torrin's keyblade is surrounded in a magical glow as his power increases. 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 speedy 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. Adalric Forms Dead. Name: Adalric Hohenheim Age: 24 Gender: Male Appearance: Here Keyblade: This Homeworld: Shalvira Master: Aster Personality: Very unsocial. Not really so much because they dislike socializing, but because they don't really know how. They say sorry a lot as somewhat of a defense mechanism. They're 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 Adalric insight on the Boss's next move. Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used one per turn.] Defender – Reduce damage when at 30% or lower HP. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Wall – Casting Reflect boosts the defense of the party. Fire Screen – Reduces Fire damage taken. Blizzard Screen – Reduces Blizzard damage taken. Thunder Screen – Reduces Thunder damage taken. Spells: Cura Stonera Watera Reflera D-Links: Aster Keyblade Transformations: Glider Drives: Unreachable Garden Cost: 3 DP The form begins with him being enveloped in blue and pink hexagons which then shatter, revealing his robe to be much more 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. 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. Qamar Forms 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: 35 HP: 65 AP: 58 MP: 30 DP: 3 Abilities: Guard – Defense is boosted proportional to the amount of AP saved. Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used one per turn.] Serenity – When low on MP Qamar's defense is increased 15%. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Finisher Plus – [Only effective against Bosses.] Increases damage dealt by physical damage by 15 when all AP is spent. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid 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%. Defender – Reduce damage when at 30% or lower HP. Spells: Cura – 10 MP. +15 MP. 1 Ally. Aerora – 11 MP. +2 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. D-Links: Kidemonas Team Incredible Keyblade Transformations: Glider Rapier Dual Blades Drives: Domination Cost: 3 DP In this form, 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. Choma LVL: 70 HP: 215 AP: 68 MP: 50 Atmos LVL: 70 HP: 170 AP: 86 MP: 50 Thallasa LVL: 93 HP: 240 AP: 104 MP: 60 Koa LVL: 37 HP: 95 AP: 50 MP: 30 Dentro LVL: 42 HP: 120 AP: 52 MP: 40 Zeno LVL: 43 HP: 115 AP: 54 MP: 40 Pagos LVL: 38 HP: 105 AP: 48 MP: 40 Avra LVL: 38 HP: 120 AP: 42 MP: 30 Gero LVL: 100 HP: 265 AP: 108 MP: 80 Stamatis LVL: 97 HP: 230 AP: 116 MP: 70 Kaio LVL: 95 HP: 225 AP: 114 MP: 60 Varos LVL: 95 HP: 325 AP: 74 MP: 60 Aster LVL: 92 HP: 220 AP: 110 MP: 60 Skia LVL: 92 HP: 230 AP: 106 MP: 60 Thyella LVL: 91 HP: 185 AP: 122 MP: 60 Kidemonas LVL: 90 HP: 165 AP: 128 MP: 60 Selene LVL: 85 HP: 190 AP: 108 MP: 60 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 Credit to @Cat~ for touching up the main logo.
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.
Combat in this RP will be turn-based. Meaning, that after you make your actions in battle, you cannot make more actions until the enemy has had their turn. LVL – Level HP – Hit Points AP – Attack Power MP – Magic Points DP – Drive Points Everyone starts out at Level 1 with 20 HP, 8 AP, and 10 MP. Gaining Levels is determined by story progress and activity. On special circumstances, a new character may start at a Level higher than 1(message me for details if you're joining late). For every Level gained you may increase your HP by 5 or your AP by 2. Leveling to 50 and beyond alters the rewards you can receive. 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 (see Enemies page). Ending your turn with more than 0 AP does not grant you any benefits. AP is recovered at the end of every turn. MP is used for casting spells. If a spell costs more MP than what you have, you cannot cast the spell. MP recovers at the end of every battle unless specified otherwise. Increasing MP only happens through advancing in 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 MP surplus. EX: You are at 0/20MP and regain 30 MP. You will have 30/20MP. DP is used for entering Drives and determining how long a form lasts. DP does not reset after battle and must be earned by posting. Increasing DP only happens through advancing in the story. If your HP is reduced to 0 during battle your character is knocked unconscious. The revived character does not get their turn unless they are revived. HP is recovered at the end of battle unless specified otherwise. What happens if everyone's character in the battle is knocked out? Who knows! Perhaps it might worth your time to find out...
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.
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.
Name: Age: Gender: Appearance: Keyblade: Homeworld: Master: [Leave blank.] Personality: Other: LVL: 1 HP: 20 AP: 8 MP: 10 DP: 3
I'm actually getting votes? Yay. SCREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
"Journal?" Alder raised an eyebrow at Chrono's mention of one though he had nothing to say about the subject. Perhaps if there were some secret reports of some kind about that extractor they would have a better idea about their entire situation. "No. Nothing about a journal in my memory." He shook his head as they arrived at a viewpoint overlooking a valley where a rundown village lay. Darkness swirled about the place obscuring parts from view but as Alder narrowed his sights on the village there was a brief flash of light. From what it looked to be the village held factories of some kind making the same kind of clicking and clacking as the distant machinery they heard coming from the other path. A lone figure ran out being chased by several Heartless. Alder took off alongside the others, keyblade in hand.
"Journal?" Alder raised an eyebrow at Chrono's mention of one though he had nothing to say about the subject. Perhaps if there were some secret reports of some kind about that extractor they would have a better idea about their entire situation. "No. Nothing about a journal in my memory." He shook his head as they arrived at a viewpoint overlooking a valley where a rundown village lay. Darkness swirled about the place obscuring parts from view but as Alder narrowed his sights on the village there was a brief flash of light. From what it looked to be the village held factories of some kind making the same kind of clicking and clacking as the distant machinery they heard coming from the other path. A lone figure ran out being chased by several Heartless. Alder took off alongside the others, keyblade in hand.
Garrett was quick to arrive at Dania's office almost immediately after he was notified of the meeting, taking a seat to wait for the Admiral. ...And Garrett waited for the meeting to begin...while looking at his super cool robo arm. When Dania arrived he rose from his seat as a typical sign of respect shown when an officer of higher rank entered a room. "Good day, Admiral." He greeted simply. Simon let out a quiet sigh and nodded. "Thanks for bringing him back. Looks like I was premature in the assessment of his readiness to leave." It was a small mistake but an embarrassing one nonetheless. At the very least John seemed to be fine and that was what the scan he began to take just now was showing. Nothing too out of the ordinary other than the obvious signs that John needed rest. "I'd appreciate it if you didn't mention this to anyone else, Kathi. Doctor patient confidentiality and all." Obviously this incident did not fall under that rule but it was merely a friendly request. "There's not much I can do for now. Getting a few hours of shuteye is the best treatment I can prescribe for you right now." Simon spoke to John as he began to return the equipment back to their storage spaces and the medkit back in its usual spot by his desk. There was still the matter of the assignment his father had given him...and the subject of the mission he had yet to be filled in on. One way or another he had to make time to speak to Emma about it given that his father had not spared him any meaningful details. "Think you get can to sleep on your own or would you want something to help you ease into sleep? I won't give you anything that will knock you out but there's a few natural relaxants we have laying around if you want one. Some of them make for a fine tea actually..."
Garrett was quick to arrive at Dania's office almost immediately after he was notified of the meeting, taking a seat to wait for the Admiral. ...And Garrett waited for the meeting to begin...while looking at his super cool robo arm. When Dania arrived he rose from his seat as a typical sign of respect shown when an officer of higher rank entered a room. "Good day, Admiral." He greeted simply.
An old RPer returns...Never leave again.
FINALLY. TIME TO WHALE EVEN HARDER THAN EVER BEFORE(no not really it's not like this game will last forever anyway). Still, good news! ...Bet it'll be attached to ranking high in the coliseum or high score challenges though. xD
Considering that this topic and discussion for this seems to have become nonexistent... Bump.
Nova no. Not you too.
Alder watched as Kara and Cerdic had their spat as he already began following after Relli. He paused for a moment when Kara displayed her sheer stubbornness over refusing to step onto the dirt path. Just letting her go alone seemed like a horrible idea. Alder turned to face the two, folding his arms to watch as their argument escalated up until the point where he decided he had to intervene. And then... Sigh. Alder stepped away from the group and into Cerdic's path forcing him to stop. "Alright that's enough. If everyone's so damn worried about someone going off on their own I'll go with her. The paved path looks safe so we won't be needing any backup. Just go find whatever answers you can on the other path and we'll all meet up at the end of this." Alder displayed more than a hint of frustration in his voice as he spoke but he was not going to budge on this. It was unnecessary for everyone to take the paved path. Given the current state of affairs...just doing his job and being by Relli's side was likely not going to be an option he could have. His father would be disappointed but his father was not here. "Just go with everyone else." Though...his curiosity did make him wish he would be taking the dirt road instead.
Alder watched as Kara and Cerdic had their spat as he already began following after Relli. He paused for a moment when Kara displayed her sheer stubbornness over refusing to step onto the dirt path. Just letting her go alone seemed like a horrible idea. Alder turned to face the two, folding his arms to watch as their argument escalated up until the point where he decided he had to intervene. And then... Sigh. Alder stepped away from the group and into Cerdic's path forcing him to stop. "Alright that's enough. If everyone's so damn worried about someone going off on their own I'll go with her. The paved path looks safe so we won't be needing any backup. Just go find whatever answers you can on the other path and we'll all meet up at the end of this." Alder displayed more than a hint of frustration in his voice as he spoke but he was not going to budge on this. It was unnecessary for everyone to take the paved path. Given the current state of affairs...just doing his job and being by Relli's side was likely not going to be an option he could have. His father would be disappointed but his father was not here. "Just go with everyone else." Though...his curiosity did make him wish he would be taking the dirt road instead.
View attachment 46480 And no one appeared to have an idea of who Aevum was. At least not from those who spoke up in response to his question as they were all too focused on getting away from this place before Ria potentially returned with more Heartless. He folded his arms and looked around eyeing the two paths before them though one of the two was clearly the better laid out path. Though he wanted to believe the paved road was the safer path past experience had already told him that appearances could be deceiving. Just look at how powerful Ria's magic was despite the broken keyblade(and lack of skill) they wielded. Still...it was hard to deny that the path on the right definitely looked like the more foreboding of the two. Alder scratched his chin as he mulled it over. He couldn't decide where the group as a whole would travel through but he could choose where he wanted to go and despite the safety the left path seemed to offer there was no guarantee that it would lead anywhere to get them the answers they so desperately needed. At the very least the sounds of machinery coming from the dirt road gave some sign that it would lead to somewhere. As for the darkness? So long as there were no Heartless it was nothing more than a creepy atmospheric effect. "It's safer to stick together but we could cover more ground if we split up." Alder took a step in the direction of the dirt path though it hardly mattered as the single step gave him no better of an idea what lie ahead. If everyone else wanted to go down the other path and avoid the darkness he would follow but curiosity still itched at the back of his mind. "Hm..."
And no one appeared to have an idea of who Aevum was. At least not from those who spoke up in response to his question as they were all too focused on getting away from this place before Ria potentially returned with more Heartless. He folded his arms and looked around eyeing the two paths before them though one of the two was clearly the better laid out path. Though he wanted to believe the paved road was the safer path past experience had already told him that appearances could be deceiving. Just look at how powerful Ria's magic was despite the broken keyblade(and lack of skill) they wielded. Still...it was hard to deny that the path on the right definitely looked like the more foreboding of the two. Alder scratched his chin as he mulled it over. He couldn't decide where the group as a whole would travel through but he could choose where he wanted to go and despite the safety the left path seemed to offer there was no guarantee that it would lead anywhere to get them the answers they so desperately needed. At the very least the sounds of machinery coming from the dirt road gave some sign that it would lead to somewhere. As for the darkness? So long as there were no Heartless it was nothing more than a creepy atmospheric effect. "It's safer to stick together but we could cover more ground if we split up." Alder took a step in the direction of the dirt path though it hardly mattered as the single step gave him no better of an idea what lie ahead. If everyone else wanted to go down the other path and avoid the darkness he would follow but curiosity still itched at the back of his mind. "Hm..."
The battle was over. Ria had fled and the Heartless were gone just as a new memory surfaced. Still, Alder's keyblade remained in his hand as he walked over to the spot where Ria had vanished and knelt down touching the ground with his free hand. "Aevum..." He muttered to himself, sensing the traces of darkness Ria's portal had left behind. Too bad it was not still open so that he could follow the coward and drag him back here to get some answers. Dammit Aevum, what did you do? What did I do? Seeing as that there was nothing to glean from the spot where he now was, Alder stood back up ignoring the pain as best he could. If they were all working together then that meant...what? It did not imply that they were all friends but at least it meant that they had survived long enough together that he could be certain no one was going to stab them in the back. For now at least. "Does that name, Aevum, mean anything to anyone?" He called out hoping to get some answers. Even if they were going to get out of here, despite having no idea where to go, that did not mean they could not talk and walk at the same time.