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Sousei Tatsu

PostPosted: Mon Jun 14, 2010 9:59 am


Persistent Eye and Mk.VI were already approved, it's just that no one wrote the approval on here. I don't have a problem with giving up Burst Strike, but I want at least two Burst attacks. Guess I'll just think up another one.

EDIT: Burst Strike has been changed to Burst Momentum.
PostPosted: Tue Jun 15, 2010 1:19 am


Had some of these bouncing around in my head for quite some time. Decided to finally put them down. Oh, and as to Explosions Explosions, I watched FMA today, so sue me XD

Attack Abilities:
  • Explosions Explosions- By tracing a circle on the ground, a half-assed version of the Ouroboros, Kyle is able to send a small spark of his magic into the earth. The magic becomes trapped by the circle and continuously circles, building up power. Kyle can release this energy in an explosion, causing rocks and debris to be hurled upwards and outwards. This is all released by snapping his fingers. At the moment he learns the skill, he is capable of leaving only five glyphs at once. Every time his mastery over terramancy increase, the number rises by two. It should be noted that the attack is not meant to be a very powerful, damaging spell. It is to cause distraction and confusion.
    • Closing the Gap- At the next level of Explosions Explosions, Kyle is able to create a glyph, and by channeling more energy into it, he can increase the power of the explosion. This can be used to propel Kyle at high speeds towards his opponent, or away from his opponent, as need be. This is activated by a heel tap on the appropriate circle.
    • OMFG NEEDLES- Another application of EE, Kyle is able to send very concentrated magic into the circle, which is quite a bit larger than the previous ones. When the energy is released it explodes upwards in innumerable needles, each deadly sharp. At any time, he can only have two of these circles in place, no matter how many glyphs he is able to sustain. This is also activated by snapping his fingers and can be used in tandem with EE to cause chaos.


Support Abilities:
  • Personal Barrier- While Kyle does have two different shielding techniques, they are more suited to protecting larger numbers of people, contrary to just himself and they also take longer to create. This technique remedies that. When Kyle stomps his heel against the ground, a ring of stone, or whatever material he is manipulating, will surround him, protecting him for just one attack. This ring has only enough room for him inside and moves much quicker than Earth Wall or Earth Dome.
  • Mindless Guardians- Kyle creates three mindless golems of humanoid shape, made of whatever material is around. To use this skill, he must have mastery of the surrounding element. These golems are not capable of discerning friend from foe, so if a comrade gets to close, the golem will attack them as well. Kyle is the only one they will not attack. However, as they require a constant stream of magic, Kyle is unable to use any other skills while this is in use.
  • Effigy of the Serpent- Kyle creates an incarnation of Midgardsormr out of the surrounding materials. To make this effigy, Kyle must have a mastery of the surrounding materials. Unlike the Mindless Guardians technique, Kyle can only create one golem and it takes a serpentine shape. However, to make up for this, Midgardsormr can temporarily shift his soul into the effigy, allowing him to control the serpent. This is different than an actual summoning as Midgardsormr does not possess any of the powers he would in his true form.
  • Silent Treading- Tapping into his assassin class and mixing it with his terramancy abilities, Kyle is able to walk or run on any material silently and without leaving marks, as long as it came from the earth. This includes any materials that are not yet under his mastery, such as tile or iron.
  • Tracing The Steps- Kyle is able to tell, at any moment, the position of people on the earth around him. This does not indicate health, wounds, status, or anything besides the position of people. No matter how lightly they may touch the ground, if they have connected with it at all, he can find them. The current limit to his range is the battlefield and may increase with level.


Limit Breaks:
  • Big Boom NOW- The most powerful application of EE, Kyle draws a circle around the entire battlefield. By putting all of his power into it, Kyle can cause an explosion on par with the force of a volcano erupting. While incredibly strong, this ability draws out every bit of power in him and always causes him to pass out.


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PostPosted: Tue Jun 15, 2010 8:24 am


The moderators discussed your abilities over Skype and Facebook, Cory. It looks fine to us.

Also, forgive me if these things have already been said to you, or done already. Sometimes, we just talk to you over IM and forget to actually approve it in this thread. Personally, I like to put that it's been approved or disproved here–if only to let everyone else know. Leaving it hanging without an answer makes it seem like we've forgotten it, even if that's far from the case.

Anyway. I'll look over your abilities later this evening, Kyle. 3nodding
PostPosted: Tue Jun 15, 2010 3:11 pm


I promise this is the last set of abilities. I wanted to get my level 6 limit approved, but I wanted it to be the last Cataclysm technique. I also wanted the final Cataclysm ability to be the 10th (so that way it is Cataclysm Mk.X, because X makes it cooler), and I already had an idea for MkVIII. Along with this update, I'm organizing the Cataclysm abilities in a sub-section of Indomitable Will. All non-limit Cataclysm techniques should now be listed under "Cataclysmic Charge", which is itself still listed under Indomitable Will abilities.

Quote:
Attack Abilities:
  • Cataclysmic Charge- By focusing the Indomitable Will over a period of time rather than just releasing it on impulse, Cory is capable of more powerful abilities given the collective title "Cataclysm".
    • Cataclysm M.VIII- Also known as "Revolver Tribute". Like Buster Tribute, Indomitable Will is projected around the Revblade. However, this time the energy is built in length, rather than girth. Once finished charging, the Revblade is swung downwards at the ground, sending the long line of energy tearing across the earth. Enemies not immediately caught in the line of the attack may be caught in the shrapnel. Requires a charge up.


Support Abilities:
  • Cataclysmic Charge- By focusing the Indomitable Will over a period of time rather than just releasing it on impulse, Cory is capable of more powerful abilities given the collective title "Cataclysm".
    • Cataclysm Mk.IX- Also known as "Reverse Drain". Cory is capable of sapping his own health to pass it on to an ally. Requires a charge up.


Limit Breaks:
  • [Level 6] Cataclysm Mk.X- Also known as "Master of War". Cory focuses all of his Cataclysmic energy into his body, resulting in a loss of magical abilities such as Burst Movement and Indomitable Will. Instead, the energy augments his perception and body. He becomes capable of reading movement, as well as more powerful physical attacks than before. His speed and precision is increased as well, making him a juggernaut of physical combat. However, he is berserked while in this state, meaning he is more worried about giving damage than avoiding damage and is unconcerned with whether he is attacking friend or foe. The only noticeable trait of Mk.X is Cory's eyes glow a bright blue. [Self Buff]

Sousei Tatsu


Kichi Kuronagi

PostPosted: Tue Jun 15, 2010 7:30 pm


Looking to change entire ability list as such.

Kichi's Abilities
Techniques
  • Attack Abilities:
    • Bahamut's Flare- A non-elemental school of magic inherited from Bahamut. Represented by an intense white flame, it is considered Kichi's "element".
      • Flare - Kichi conjures a small ball of white fire in front of him. Shortly after it explodes, damaging all enemies with non-elemental magic damage.
      • Binary-Flare - Kichi puts two white balls of fire on either side of himself, both of which explode shortly after their creation.
      • Narrow-Flare - Kichi charges an orb of white flare eneergies in his hands, then thrusts both forward, and the flare fires off in a beam to attack enemies in a line in front of him.
      • Ruin - Basically a seeking mini flare, that can be pumped out semi-rapid fire. A each one is a small shining orb, that explodes in a miniature burst of light afterward.
      • Ruinra - Similar to Ruin, only faster. Heat-seeking capabilities are lowered due to the higher speed. Can be used in the same rapid succession at Ruin, but uses more mana.
      • Ruinga - Similar to Ruin, only instead of a small burst of light, the energy explodes outward in a 10 foot diameter explosion of light, hurting any in the area of effect. Cannot be used as rapidly as Ruin or Ruinra.
      • Flare Thrust - Kichi focuses Flare energies into his tonfa. Using a Flare as propulsion, he rockets his Tonfa forward, in a punching motion, smashing into his target with great force, at least compared to a normal punch.
      • Flare Shockwave - Kichi focuses Flare energies into his Tonfa before smashing them into the ground. Whatever direction the tonfa are pointing, a shockwave of energy flows through the ground, tearing it apart as it travels.
    • Dragon Tech - A school of abilities used by those who know the ways of dragons.
      • Bahamut's Rage - Focusing Bahamut's energy into his vocal cords, Kichi can release a loud dragon's roar that temporarily stuns his enemies.
      • Dragon Dive - A combo of Dragon Leap and Flare Thrust
      • Dragon Slam - A more advanced Dragon Dive, comboing Flare hockwave and Flare Thrust into the dive attack, to cause enough damage that the ground around where he hits cracks and breaks apart in a shockwave that travels outward.
      • Flare Breath - Kichi unleashes a close ranged blast of white non-elemental fire from his mouth.
    • Glide Tech- A school of abilities based around Kichi's ability to glide.
      • Jet Strike- Kichi glides by the enemy at high speeds, striking with his Tonfa while doing so.
      • Jet Takedown- Kichi tackles his opponent at high speeds, crashing into the ground or wall and using them as a shield.
    • Tonfa Arts- Techniques that utilize Kichi's speed and strength with his Tonfa.
      • Ragnarok Arcanum- Kichi strikes his opponent 13 times, each strike lifting the enemy into the air. Kichi leaps after them and performs four more strikes to propel the enemy further into the air before firing a barrage of white beams at him/her.
      • Sonic Tonfa- Kichi rushes through his opponent multiple times, striking each time with his Tonfa.
      • Ars Raid- Kichi strikes the opponent 12 times with his Tonfa before delivering a 13th strike that launches them away. While still in mid-flight, Kichi throws both Tonfa at his opponent for additional follow-up damage.


  • Support Abilities:
    • Bahamut's Flare- A non-elemental school of magic inherited from Bahamut. Represented by an intense white flame, it is considered Kichi's "element".
      • Flare Guard- Focusing Flare energies on defenses, Kichi can envelope himself (or whoever he targets) with a protective aura of white fire that takes the brunt of physical attacks and weakens magical effects.
      • Flare Chakra Burst- Calling upon Bahamut, he gets a rush of flare energies through his veins, which blows the remnants of any status effect out of his body, and recovering a small amount of HP, thus giving him a second wind.
    • Dragon Tech- A school of abilities used by those who know the ways of dragons.
      • Dragon Leap- By focusing draconic energies into his legs, Kichi can leap dozens of feet into the air, giving him a height advantage, as well as a good Gliding potential.
      • Dragon Scales- Kichi can harden a single portion of his body at a time to the same density as dragon scales, allowing him to guard even bladed weapons with his bare skin.
      • Dragonheart- Due to his abnormally strong, dragon-like heart, Kichi has an automatic Second Chance in battle, preventing him from being KO'd one time.
    • Glide Tech- A school of abilities based around Kichi's ability to glide.
      • Basic Glide- Kichi's standard form of Glide. Not very fast, but not terribly slow. Cannot remain afloat indefinitely.
      • Jet Glide- Upgraded form of Glide. Kichi fires Flare energy from his Tonfa to vastly increase speed. Is much more costly to use than Basic Glide. Cannot remain afloat indefinitely.
      • Float- Allows Kichi to simply float in the air. His speed is the same as he would be on the ground, though he can remain in the air indefinitely and thus allow him a strategic advantage against Earth magic.
    • Tonfa Arts- Techniques that utilize Kichi's speed and strength with his Tonfa.
      • Spin Guard- Kichi spins the Tonfa in his hands at high speeds, creating a makeshift "shield" to guard projectiles. Ineffective against melee strikes.


  • Passive Abilities:
    • Lifefont- Recovers health as he moves, a quarter of his health in 100 feet, once every 3 minutes tops.
    • Attack Speed Proficiency - Up attack speed by 1 pt, can surpass max level.


  • Limit Breaks:
    • [Level 1] Kilo Flare- Kichi conjures a large ball of white fire before striking it with his Tonfa, resulting in a mass-scale explosion, damaging all enemies and leaving all allies unharmed. [Area of Effect]
    • [Level 2] Destrudo- A mass-Ruin spell, Jon summons multiple Ruin attacks and unleashes them all at once. [Area of Effect and/or Single Target]
PostPosted: Tue Jun 15, 2010 8:33 pm


I am redoing my list for abilities in HA. Separating dances and what not. There are a few new ones added including a passive.

Dawn's Abilities
Techniques
  • Attack Abilities:
    • Wind Magic- A school of magic granted to Dawn by her summon, Garuda.
      • Aeromancy- Dawn manipulates the wind to her liking with her Tessen.
      • Twister- Uses her fans to summon a large tornado and sends it to towards the enemy.
      • Razor Winds- Dawn swings her fans, sending a wave of razor winds at her target.
      • Blades of Wind- With a massive movement of her fans, Dawn can summon large blades of wind that can cut the enemy.
      • Wind Raid- Dawn throws one or both of her Tessen at her enemy. As they move through the air, wind is manipulated to give it both a bladed and wind based attack.
    • Dancing- A school of techniques based around performing various dances for various effects.

      • Blade Dance-Dawn dances with her Tessen that doubles their attack power, and then launches forward to strike the enemy with both fans.
      • Quick Step- Dawn performs an attack dance at an increased speed, capable of striking enemies multiple times before a counterattack can be delivered.
      • Witch Hunt- Dawn performs a dance capable of disturbing the opponent's energy, effectively attack their MP.
      • Mystical Wind Waltz- Dawn does a dance with various movements of her fans, that moves the wind around her opponent. The wind drains the enemy of a portion of their magic. The wind travels back to Dawn, and gives stolen energy to her.
      • Wind Jitterbug- Dawn does a dance similar to Mystical Wind Waltz but instead of draining magic, she drains their health.

    • Tessen Tech- A school of abilities focusing on speed using only the Tessen.
      • Tessen Raid- Dawn launches one or both of her Tessen at the enemy. Similar to Wind Raid, but is less costly to perform.
      • Sonic Tessen- Dawn quickly rushes past the target in rapid succession, striking each time with her Tessen.
      • Tessen Edge- Dawn spins the Tessen in her hands, creating a pair of improvised buzz saws.
    • Tessen Arcanum- Dawn strikes 13 times in rapid succession with both fans.


  • Support Abilities:
    • Wind Magic- A school of magic granted to Dawn by her summon, Garuda.
      • Aero/Aerora/Aeroga- Wraps Dawn in a protective shell of wind. Enemies brought into contact with the wind are constantly damaged by it.
      • High Jump- Uses the wind to jump up high to either attack or retreat.
      • Whispering wind- An wind-element healing spell that heals a single individual for a moderate amount of health.
      • Aero Shield- A shield surrounds Dawn and her allies and absorbs one attack.
      • Swift as the Winds- Dawn can work the winds around her so that she moves much faster through the air, giving her a temporary Haste. (3 posts)
      • Wind Power- Dawn uses her wind to boost the power of other Natural (Fire, Ice, Water) Elemental attacks of other Earthlings.
      • Aerial Blast- Dawn claps her tessen together, creating a massive clap of wind that surrounds her. The wind blows the enemies within a five foot range of Dawn (and any allies within the area) away from her.

    • Dancing- A school of techniques based around performing various dances for various effects.
      • Dance of Silent Wind- Dawn manipulates the wind as she dances, manipulating it around the enemies mouths, silencing their voices (Unable to cast spells.
      • Magic Mambo- Dawn does a dance that moves the wind about her and her allies. The wind that surrounds them, allows him/her to cast their next spell with half of the normal magic cost. Dawn, however, must remain dancing for the buff to remain in effect.
      • Dirty Dancing- Dawn moves herself in fluid dancing movements as she manipulates the wind around herself and those around her. Increasing their strength by 2. Dawn, however, must remain dancing for the buff to remain in effect.
      • Slow Dance- Dawn performs a dance that captivates the target and inflicts Slow.
      • Polka- Dawn performs a dance that lowers enemy moral, thus lowering their Attack Strength.
      • Heathen Frolic- Dawn performs a dance that lowers enemy concentration, thus lowering their Magic Strength.[/strike

  • Tessen Tech- A school of abilities focusing on speed using only the Tessen.
    • Tessen Defense- Dawn opens up both Tessen and places them together, each fan making up half of a whole circle, in order to guard larger attacks.
    • Tessen Expand- Dawn's Tessen are capable of expanding in size, increasing her attack and defense radius at the cost of becoming more difficult to wield.


  • Passive Abilities:
    • Air Currents- Even if blinded or in a dark area, Dawn can tell when and where opponents are attacking from due to the movements of the air around her.
    • Dancer's Grace- Due to her Dancer class and quick footing, Dawn is unaffected by movement hindering effects. (Slow and Gravity)
    • Minor Air Affinity- With Air as her element, attacks containing the same element have their damage halved.


  • Limit Break(s):
    • [Level 1] Predator Claws- Dawn throws her fans at the enemy like frisbee. The fans come back and attack the enemy three times, first fan to the front, second to the back. The last attack comes from both fans above the enemy.
    • [Level 2] Tessen Ragnarok- Dawn strikes an enemy into the air before striking it four more times. After this, she pulls back and unleashes a large gust of wind to blow the enemy away.
    • [Level 3]Dance of the Dragon- Dawn calls forth 3-4 small twisters to take over the battlefield and attack her enemies
    • [Level 4] Gaspless!- Focusing large amounts of Wind magic into her fans, she slams them both into the ground; powerful bursts of razor wind explode from the ground in the targeted direction, cutting at her opponent(s) too many times to count.


  • Drive Contributions:
    • Wind of Fury- The person infused with Dawn has access to Dawn basic Wind Elemental abilities, namely: Aeromancy, High Jump, Wind Power and Razor Winds.
    • Gale's Fan- The person who fuses with Dawn gains a summon-able Tessen to use to summon strong winds.
    • Attribute Boost- The person infused with Dawn has the following stats boosted : Attack Speed, Outright Speed, and Energy.

  • Kaegoe

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    PostPosted: Tue Jun 15, 2010 8:53 pm


    Just pointing out, Dawn, that you have blade dance twice in your attack abilities as two different abilities(I didn't think it was intentional ._.; )
    PostPosted: Tue Jun 15, 2010 8:56 pm


    Oh snap *head palms then head desks*

    Kaegoe

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    Sable Argent

    PostPosted: Tue Jun 15, 2010 9:14 pm


    Since all the cool kids are doing it . . . . .

    Attack Abilities:
    • Black Magic – Pan-elemental magic, the foundation of the art of the Black Mage.
      • Fire / Fira / Firaga / Firaja - The fire-elemental attack spell.
      • Blizard / Blizzara / Blizaga - The ice-elemental attack spell.
      • Thunder / Thundara / Tundaga - The thunder-elemental attack spell.
      • Water / Watera / Waterga - The water-elemental attack spell.
      • Aero / Aerora / Aeroga - The wind-elemental attack spell.
      • Tremor / Quake / Earthshatter - The earth-elemental attack spell.

    • Fire Mastery – The specialty of Pyromancy, implies much more nuanced control of fire.
      • Fire Edge / Fira Edge / Firaga Edge / Firaja Edge – Hyperconcentrated fire which can take many forms, from a narrow beam to flaming discuses to a whip of fire. The fire is so concentrated that it doesn't burn, but rather cuts like a sharp blade. Does less damage than its equivalent non-edge spell, but ignores resistances, enables greater precision, and strikes more quickly.
      • Meltdown - The ambient temperature increases to intolerable levels, burning all within range of the oppressive heat. Almost impossible to avoid, but not targeted. Heat doesn't distinguish allies from enemies.
      • Alight – Alan simply glances at his foe, and speaks a simple word which lights them on fire. Works like a status effect. If the effect succeeds, his opponent is engulfed in flames.
      • Undying One - Alan conjures a figure made entirely of fire to fight on his behalf. This figure can take any form, but Alan prefers to conjure imitation Phoenixes in honor of his summon.

    • Phoenix Arcanum – Students of the way of the Phoenix have a few spells of their own.
      • Purify / Purifa / Purifaga – Alan uses the Support Ability, Purge, as an attack. Burns away the impurities in his opponent's heart and soul, dealing damage proportionate to the sinfulness of the target. Since it actually removes impurity, damage has diminishing returns the more it's used. Always does maximum damage against Heartless, Nobodies, and Geists. Never meant to be, their very existence is a sin.


    Support Abilities:
    • Magic Mastery – The insight of Jehuti grants Alan a keener awareness of the flow of magic than an ordinary Black Mage.
      • Clarity - By closing off his senses, Alan can awaken a new awareness to the flow of magic in the world. This sense has 360 degrees of perception (Current radius = 30 feet), and allows him to easily see the qualities of magics and magic users. This includes the innate potential in someone to cast spells, whether or not someone has a spell cast upon them, and what type of spell is in the process of being cast. With this 6th sense, Counterspell becomes easier to use. Physical entities, such as objects or people, can only be detected via their magical essence. Depending on his personal connection to a person, he may be able to identify them solely by their magical essence. If a person or object lacks such essence, Alan cannot notice him/her/it. Evasive Reflexes take a -3 penalty against any attacks without a significant magical component.
      • Supreme Clarity – At the cost of significant MP expenditure, Alan can activate Clarity while still maintaining his normal senses.
      • Counterspell - Cancels magic effects.
      • Overchannel – Alan increases the amount of Magic flowing into his spells past what his body can handle. Raises Magic Power by 3, but spells cost HP as well as MP.
      • Spellthief – The ultimate expression of Clarity. When Alan observes a spell being cast using Clarity, he may memorize it, enabling him to then cast the same spell. Memorizing spells takes considerable focus – he can't be doing anything else, not even meaningfully defending. Alan may only use a memorized spell once before losing it, and may only have one spell memorized at a time.

    • Fire Mastery - The specialty of Pyromancy, implies much more nuanced control of fire.
      • Fire Shield -Alan conjures a plume of flame, similar to the fire conjured for Fira, that orbits around him, making him difficult to engage in melee.
      • Fire Wall – Alan conjures a wall of fire. Moving through it is not impossible, but deals heavy damage. Walls cannot be conjured on top of enemies.

    • Phoenix Arcanum – Students of the way of the Phoenix have a few spells of their own.
      • Regen – Alan, or a single ally Alan can touch, begins gradually healing damage. The effect lasts (Magic Strength / 2) posts.
      • Chant – Grants Regen to Alan and to allies who can hear Alan's voice. Alan must remain chanting for the effect to continue (In effect, Alan can work effectively as a healer as long as he does nothing else).
      • Purge – Alan uses Phoenix's fire to burn away impurities. Cures status ailments in him or one ally he can touch, but also deals a bit of damage. Not susceptible to Silence.


    Passive Abilities:
    • From the Ashes - Phoenix stores a tiny bit of Alan's life foce within itself, to be returned when Alan is near death. The amount of life lost isn't enough to impact his combat abilities, but when he would ordinarily die, it's just enough to revitalize him. Alan is very weak after being revitalized, only clinging to life by the thinest of margins, and is in no condition to fight. It's also easily possible for one of his enemies to finish him off in this state, which means that it's usually advisable to play dead (which is usually quite believable, considering the circumstances). It does, however, enable him to survive when it should be impossible.
    • Magic Strength Affinity - Up Magic Strength by 1 point, can surpass max level.


    Limit Breaks:

    • [Level 1] Doublecast - Enables the use of dual-elemental spells, up to (Energy/2) times.
    • [Level 2] Phoenix Heart- Alan and nearby allies begin glowing as if coated in embers. They become red-hot to the enemies' (though not allies') touch, and their attacks deal fire damage. In addition, this spell reignites its targets' spirit, making them stronger and faster and giving them a healing factor. [Enfire, Bravery, Haste, Regen]
    • [Level 3] Triplecast - Enables the use of three element spells, up to (Energy/3) times.
    • [Level 4] Rebirth Destiny – Automatically activates if From the Ashes is triggered when Alan hasn't used his Limit Break in a battle. Restores Alan to full HP, and grants Float, Regen, and Manaspring. Alan rises into the air, shrouded in a wing-like aura of magic energy as his wounds appear to simply fall off.
    • [Level 5] Quadracast – Enable the use of four element spells, up to (Energy/4) times.


    >_ >

    I know that's a lot of new abilities . . . and I know some of them are just a little questionable. So, I guess all I can say is . . . sorry for increasing your workload?

    Also, could you update my profile to indicate Alan's post dresssphere appearance? -

    Alan wears somewhat elaborate red and white robes, with a white cape held in place by a phoenix-shaped broach. On the back of his cape, in red, is a simple crest called the Six Spoked Wheel - two concentric circles with three lines drawn through both (the six spokes).
    PostPosted: Tue Jun 15, 2010 10:26 pm


    Wooo, so, my opinions:

    Kyle M - Approved, though Tracing The Steps needs to be made a shorter distance. For now, we'll make it the length of the battlefield, and it'll increase with level.

    Cory - Approved

    Kichi - Approved

    Dawn - Approved, so long as you limit that 'Area of Effect' healing spell. Should only be able to heal a few close people, and even at max level, it shouldn't be more powerful than Cura, since you're no White Mage.

    Alan - Just two issues with this one. Overchannel should be reduced to +3, since that's already increasing it the equivalent of a Drive. Spellthief is definitely a Blue Mage ability, so I'm sort of against it, considering you're... well, not a Blue Mage. However, if you say you can only cast the memorized spell ONCE before you need to memorize it again, that should be fine.

    Those are the only things I see, guys. ^^ Now just to wait on at least two others.

    fractalJester
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    PostPosted: Tue Jun 15, 2010 10:42 pm


    I've been talking with Sory about this for a while now. If what I say sounds redundant, that's why.

    Kyle M – The only thing that looks out of place to me is Tracing The Steps. Noelle has a similar Scan ability, but hers is limited to just the battlefield, whereas yours lists up to a mile. That's a bit much, I think. For starters, have it closer ranged. Just the battlefield, for now, and it can increase in range with levels.

    Cory – Looks good.

    Kichi – Looks good.

    Dawn – More information on Whispering Wind, please.

    Alan – I agree with Kyle on this one. If Spellthief can only use the memorized spell once, then I'm okay with it. Otherwise, everything looks good.

    I enjoyed reading these. It's neat to see what cool abilities people come up with. ^_^ And then think up abilities for myself that can counter all those really really hard ones that I'm all like "Well, crap, how would I survive THAT?"
    PostPosted: Tue Jun 15, 2010 10:52 pm


    Requested changes applied to post.

    I intended for Spellthief to be one-at-a-time, anyway. I guess that wasn't clear from how I wrote it.

    Sable Argent


    Bard of Lore

    PostPosted: Wed Jun 16, 2010 5:01 am


    Changed the range to just the battlefield and stated that it may increase with levels. Also might add my other limit breaks...should I think of any. Will probably also list my drive contributions later today and possibly a drive form with my summon.

    Psalm Grasshopper
    And then think up abilities for myself that can counter all those really really hard ones that I'm all like "Well, crap, how would I survive THAT?"


    I has a feeling that everybody has at least one ability meant to directly counter at least one spell of somebody else. Guess who Tracing The Steps was really meant for Amy~
    PostPosted: Wed Jun 16, 2010 1:02 pm


    I lied. Though this ability is really just to move a "Weakness" to passive as an elemental weakness. Passives relating to elemental resistances don't count, right? Yes, the name is based on Frankenstein's Monster.

    Quote:
    Passive Abilities:
    • Monster's Fear- Cory has an extreme distaste for actual fire, as well as being elementally weak to it.

    Sousei Tatsu


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    PostPosted: Thu Jun 17, 2010 11:21 pm


    I'm applying for improved abilities, too. I'll apply for limit breaks later. 3nodding

    Application
    Attack Abilities:
    • Trigger Happy Lvl 1- Inflicts multiple hits of physical damage for a duration of 1.8 seconds on target. Damage depends on her level. As always when shooting, Amy's bullets come out as crystals.
      • Trigger Happy Lvl 2- The time is extended to 2.2 seconds.
      • Trigger Happy Lvl 3- The time is extended to 2.6 seconds.

    • Dia- Like Holy, a form of light magic. Unlike Holy, however, it can only effect darkness based creatures. Amy can use this by itself, or fuse it with her bullets. Inflicts minor damage.
      • Diara- Inflicts moderate damage.
      • Diaga- Inflicts a large amount of damage.
      • Diaja- Inflicts a massive amount of damage.
    • Dia Drain- A status effect. Works like Poison, steadily eating away at the target's health. Can be canceled out by a Dark Regen (or something similar).
    • HARM- A more advanced form of Dia Drain. Health is drained at an exponential rate. (Example: 5 health, then 10, then 20, etc.) Can be canceled out by a status remover, or if someone casts Poison, Bio, or some other form of draining status effect anywhere near her target– it doesn't even have to be cast on her target to cancel out Amy's spell. Otherwise continues until the opponent is dead.

    • Crystal- Like Ice or Fire, this ability can be cast. It causes non-elemental damage, and can be fired from her palm. Her Guns automatically form Crystal bullets.
      • Crysta- This and the following levels of Crystal must be fired from the palm of the hand, and cannot be fused with bullets. Moderate damage.
      • Crystaga- Large amount of damage.
      • Crystaja- Massive amount of damage.
    • Invisible Prison- Bars of crystal rise up from the ground, surrounding an opponent. The crystal is exceptionally clear– to the point of being see-through. The target may not even realize they are trapped until they walk into the bars. Can be broken through with moderate effort.


    Support Abilities:
    • Invisibility - (Special Ability) Amy can become entirely invisible at will. Her shadow will still be visible, and she is not immune to magical sensing.
    • Cure- A basic healing spell. Amy has access to White Magic due to her summon. As such, her Cure is more powerful than others.
      • Cura- Moderate amount of health is restored.
      • Curaga- Large amount of health is restored.
    • Protect- Great against physical attacks, all but useless against magic.
    • Shell- Great against magical attacks, all but useless against physical attacks.
    • Reflect- Reflects most spells back at the caster. Usually applies to elemental spells only.
    • Esuna- Removes negative status effects from the target.
    • Regen- Restores health over time to the target.
    • Life- Revives a KO'd ally.


    Passive Abilities:
    • Unicorn's Protection- A unicorn's horn can purify any poison, thus, Amy is immune to poison.
    • Manafont- Recovers mana as she moves. She can recover a quarter of her mana in 100 feet.
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    KHBTD : Kingdom Hearts Roleplaying and OoC

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