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Enji_Chou

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PostPosted: Sun Feb 24, 2013 5:49 pm


Apology accepted- now excuse me while I cry in my corner now buried beneath my homework.
PostPosted: Sun Apr 28, 2013 10:10 pm


HA INFO POST


Okay, so, long story short, guys:

The Atlantis Crew is back at the Red Rose, at the top of Shipwreck Cove.

The Black Pearl Crew has docked at Shipwreck Cove, so they could be anywhere, still on the Pearl if they want.

The Atlantica Crew is completely up to whoever was there. You want to be in the Cove, sure, you still want to be down there helping, fine. That's where Sora is.

The next time activity lulls out for an extended period, we will time skip (two hours) to the "next world": Disney Castle.

This is a chance for individual or intercharacter development. Have at it!



LONG STORY SHORT: Start getting all the characters in one place! The more people in a general area, the more likely you are to have something to do!

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PostPosted: Fri Jul 26, 2013 10:45 pm


Quick announcement we have new statuses heyooooh

Devotion - Doubles the Magical Strength of the next spell.
Piercing - Allows attacks and spells to pierce through protective enchantments for a limited time. Ignores all levels of Protect, Shell, Wall, Reflect, and Barrier.
Refresh - Heals small amounts of the target's mana over time. Cannot self-cast.

Mini - Shrinks the target's muscles, halving Physical Strength and Resistance. Negated by Bravery.
Pig - Heavily muddies the target's magic circuits, halving Magic Strength and Resistance. Negated by Faith.

Noooow you knooooow.
PostPosted: Sat Aug 24, 2013 1:39 pm


Gigantic summary of everything on page 390 (approximately).

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PostPosted: Mon Jun 23, 2014 12:10 am


So, if anyone's been looking at profiles the past couple days, you may have noticed that some things have changes.

First:

For a number of small reasons, we've simplified the stat names.

Physical Strength -- Strength
Physical Resistance -- Defense
Magic Strength -- Magic
Magic Resistance -- Resistance
Action Speed -- Skill
Evasive Reflexes -- Reflexes
Outright Speed -- Speed
Endurance -- Constitution
Energy remains the same.

The stats all mean generally the same thing. Of note, though, is Skill; we lacked a stat quite like it, so we've decided to group it with what was just Action Speed. This can determine not just how quickly you get to act (as opposed to reacting), but also other miscellaneous things that might not have necessarily been "Strength"- or "Magic"-based, such as general deftness of handiwork.


Second:

I've gone ahead and implemented HP and MP--and no, these are not things you need to abide by, keep up with, or manage if you don't want to deal with any more pesky numbers.

Basically, consider me adding these as a sort of 'Alpha' phase. I wanna see about how accurately my ideas work in the roleplay itself--do we accurately portray damage we take, or how much mana usage spells cost, and so on.

As I said in the beginning, you do NOT have to incorporate any of this into your RPing. Keep playing exactly how you have been if you want.

However, if you're interested, whether out of curiosity or because you want to stay as fair as possible because of your stats, read the "spoiler" below.

Alright. So, I'll start with HP--Health Points. The current method of getting HP is (4 x Con). So, for instance, a Constitution of 10 gives 40 HP.

Damage is calculated the same as it's always been.
  • A successful hit entails attacker Strength or Magic minus victim Defense or Resistance, respectively.
    • If a hit is successful (not dodged or blocked, but striking the target directly), then there is a guaranteed 1 damage, even if the subtraction would end in 0.

  • A blocked/guarded* hit results in attack Strength or Magic minus victim Strength or Magic (however they guard), with the remainder then subtracted from victim Defense or Resistance.
    • This is the only way that a hit can result in 0 damage.
    • * - If you want to know how blocking/guarding/dodging work, see the Combat post on the first page, seen through that link.


A person can activate a Limit Break when they are down to 10% or less of their total health. So, using the above example of 40 HP, the person can activate their Limit Break when they are down to 4 HP or less.

As you might imagine, I might change that a bit, but we'll see.

Now, MP. Mana Points are calculated with (3 x Energy). So, someone with 10 Energy would have 30 MP. Like HP, this may not seem like a lot, but spell costs are as follows:

  • Magic 1-6 (Fire, Cure) : 1 MP
  • Magic 7-10 (Fira, Cura) : 2 MP
  • Magic 11-13 (Firaga, Curaga) : 3 MP
  • Magic 14-16 (Firaza, Curaza) : 4 MP
  • Every additional 3 Magic (17-19, 20-22, etc.) : +1 MP cost.


As you can see, this allows for a lot of lower level spells, but only as many high level spells as you have Energy stats, and even fewer -Za level.

Something to note: Summons, being innately powerful entities no matter what level you cast them at, cost twice the mana of a spell of the same Magic. So if you were to summon at 10 Magic, it would cost 4 MP, not 2.

Limit Breaks do not require any MP to cast. However, whenever a Limit Break is used, all MP is used in the process.

Why bother with all of this? Well, for one, it makes certain statuses much easier to understand. How much does Regen heal per turn? 10% of max; if you have 30 max, you get 3 per turn. How much does Sap drain per turn? 15% of max; of 30, that means 4.5, rounded up to 5.

Two, it gives a nice explanation as to why it's not wise to just go nuke-crazy at max Magic all the time.

Besides that, it gives a clear, concise understanding of just how long a person should last, if they want to RP to a more game-type style. If two people were to duke it out, then with this it could be every bit as fun as a tabletop fight between two characters you've rolled up.

Now, as I've said above, this is obviously a work in progress, and the following are some concerns and ideas I'm looking into, using the RP and--if they were to ever get life again--the battle threads as testing grounds.

  • MP may end up using x4, like HP.
  • As they are, summons have a lot of potential. I may end up making them cost 3x as much instead of just 2x.

  • With the damage calculation as it is, having strong Defense/Resistance may make battles last much longer than anyone has the energy to properly sustain. Consequentially, this or HP may need some changing.
  • HP might end up at x3 instead of x4.
  • More effectively, I may make the calculation be at half Defense/Resistance for a direct hit.


As previously noted, feel free not to bother with any of this. If you want to use it, fine--great, even! It's good to have other testers. But feel free not to worry about it.

This is a roleplay for fun and writing; it doesn't have to be a game. So, just like with the stats (in case anyone needed reminding), if everyone participating is fine with ignoring the numbers to a reasonable extent, go wild!


Also holy s**t spoilers actually work in the guild forums. Bitchin'...
PostPosted: Mon Jun 30, 2014 10:40 pm


One more quick announcement. This time, it's about something more interesting--actions per post (henceforth ApP), and what determines them.

ApP, actions per post, means exactly what you think--it's how many separate things you get to do in one post. How many abilities, how many spells, et cetera. Charging a spell works using ApP, as well; you charge +2 Magic into a spell per action used. So, for instance, if you normally have 12 Magic, you use up one action to add +2, and then boom, next action you let loose a 14 Magic spell.

The usual disclaimer: if everyone involved in a scene is okay with ignoring the specifics of the stats, and would prefer more of a "creative" moment, then feel free! The rules will still apply, so if you go too crazy, the mods will step in, but otherwise it's a free game. This elaboration is more for those (admittedly very few) who want to keep some measure of balance in this world where we're kind of blowing things up with our mind or, you know, throwing freaking sharks.

For those who don't care about the "why" of the decisions, here's a "tl;dr" summary of the "what":

  • For stationary, complex actions, use Skill (which was Dexterity, which was Action Speed).
  • For mobile, simple actions, use Speed.
  • For mobile, complex actions, take your Skill ApP and divide by 2, without rounding.


How do you actually decide the ApP? Good question! Still working on that. For now, use the same level system as Magic:

  • If Skill or Speed is 1-6, then ApP is 1.
  • If Skill/Speed is 7-10, then ApP is 2.
  • If Skill/Speed is 11-13, then ApP is 3.
  • From there, every additional +3 Skill/Speed adds an additional +1 ApP.
    • For example, 14-16 is 4 ApP.
    • 17-19 would be 5. Etc.


For those of curious about various explanations, go ahead and read below.

Why define at all?
Offense and Defense are pretty well-defined. Similarly, we have Dexterity and Reflexes as offensive and defensive speed, respectively. However, until now, we've never had any sort of defined point when those with a high enough Action Speed would be able to act multiple times. It was arbitrary, which gave little reason to consider it except as a stat dump or just generally wanting to be fast at stuff.

This, however, gives it more understandable definition. Now there's a reason to put stats into Skill as well as Strength or Magic; maybe you might not have maxed damage, but hitting twice or more can make up for it, no?

Why change Dexterity to Skill?
Originally, the stat was Action Speed, and this made the stat's definition pretty clear. This is how fast you act. Simple.

However, the recent change to Dexterity also opened up the door to skills based in something besides strength and magic--allowing for skills based more in finesse, such as a flourish or disarm. Yet, having Dexterity and Speed, we felt, left it a bit vague about which stat you should use to decide how fast you could act. After all, maybe you're a quick spell caster but slow on your feet, or vice versa. It just didn't make sense to have Speed be too much of a catch-all.

So, I drew a bit of inspiration from Fire Emblem: Awakening and its predecessors, which some of you might have recognized. Calling the stat Skill allows us to consolidate both ideas--how fast one acts, as well as how dextrous you might be.

Skill, as defined here, is not whether or not you're good at your abilities. Rather, it is defined as a sort of practiced muscle-memory, or an abnormally quick wit. Those with high Skill, then, might be able to churn out a number of complex abilities, while someone with a low Skill needs to take a longer moment to focus on making sure it goes off without a hitch. As well, those with high Skill (like Dexterity) have more practiced finesse with their skills, such as an expertly done flourish meant to distract or toss away an enemy's weapon, or discreetly pick their pockets.

In this way, you might consider Skill sort of like the "concentration" or "focus" stat. Who knows, I might like those more than the word "skill" at some point. I'm indecisive. You should be used to this.

Why is Speed for simple actions only?
Speed is a fairly simple skill. How fast are you? What's your velocity? Are you a walker or a sprinter? It's Speed. Seriously.

But sometimes, attacks don't require a measurable amount of finesse, precision, or focus. Sometimes, you just wanna tackle someone and waylay their faces. Sometimes, you need to run away, but you can't just stop attacking, so you let loose simple distracting spells.

That's what Speed is for. If you want, you can use Speed instead of Skill to determine your ApP, but it comes at a cost: focusing is more difficult when you have to pay attention to where you're running to or from. As a result, when you use Speed, the only actions available to you are basic attacks and insanely simple or reflexive abilities. For example, Joe might run at you and hit you in the face with his bo-staff, but he can't concentrate on letting loose the dextrous Ars Arcanum when he's trying to run around. Similarly, Kyla might run around and cast Meta-Slash pretty easily, since it's just a swift drawn line on the page, but charging up a larger spell requires more focus than that.

What about complex actions on the move?
Obviously, though, it's not outright impossible to use more complicated abilities while dashing around. It's just that running takes some of the focus you'd normally channel into things while standing still.

If you want to say you're doing more complicated ability work on the move, then, you would simply take your Skill's ApP and divide it by two; if there's a remainder, then it can be used as a simple action. So if normally you can use 2 abilities while remaining mostly stationary, then on the run you could use 1. If you could do 3, then it would 1.5--one complex ability, plus one simple ability .

As a result, though, you guessed it--if you can normally only use 1 complex ability when stationary, then when running, you simply can't use a complex action. Dat's balance. Sorry, guys.



What does this mean for Reflexes? (As in: oh god why you don't have to worry about this)
Literally a shot in the dark here. As in I'm editing this into the post after a stray thought hit me five minutes later.

Probably, what will happen: your Reflexes can maybe go by the same rules? I guess? 1-6 gets lets you react to 1 ability if you're fast enough, 7-10 gives ya 2 reactions, 11-13 gives ya 3, 14-16 gives ya 4, I don't know, honestly, and I don't think anyone of you cares, like, at all, I'm pretty much just writing my thoughts here for no reason.

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PostPosted: Sun Sep 14, 2014 7:27 am


Hey, anybody got a brief summary of what's been going on in Heartfelt Adventure?
PostPosted: Sat Sep 20, 2014 10:01 am


Anybody?

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PostPosted: Sat Sep 20, 2014 10:19 am


Hey, Aims! Sorry, busy week, didn't even notice the first post Dx

At the moment, a few of us are helping Bobbi in the Cornerstone Hall with her Louis shard. But we've moved that to ATE, and over the weekend, I was going to start sending out PMs letting people know to get ready to move on. There will be a call out to come to the Hall, and then anyone who wants is going along for a quick night mission back to Narnia, the White Witch's castle, to finally out a stop to Louis, one way or another.

But only Joe, Kyla, Bobbi, and Kyle know about that, because I haven't actually posted the call out. I'm hoping to get the PMs out tonight and the call out post tonight or tomorrow.
PostPosted: Sat Sep 20, 2014 10:24 am


As for an actual summary of what's been happening since your last post... I think that was during the big meeting in the Hall after the parade, right?

The short of it is that everyone had a free afternoon to tool about Disney whether to enjoy the festival or to hang around the quiet castle. A few things happened individually here and there, but otherwise the afternoon has turned into evening, the sun is setting and most things are settling down. Except the night activities, like the Scottish bar tent, where a few people have been getting drunk and teaching the locals beer pong... XD

Edited. Augh, phone typing...

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PostPosted: Wed Oct 01, 2014 7:11 pm


Nice. I realized the other day that I haven't written in a long time. I'm gonna find my font color; I forget what it was. Blue something. Something blue.
PostPosted: Thu Oct 02, 2014 5:08 pm


Well welcome back biggrin

Also, small announcement (not really worthy of the announcement thread), after foreseeing certain... complications, I went ahead and rebalanced summoning. Of course, I don't think anyone's ever really looked at the old chart anyway, but for the curious, the new explanation and chart is at the bottom of the Q & A post in the main thread.

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PostPosted: Wed Oct 08, 2014 8:36 pm


Ultima, the Clockwork Seraph
ATE : The Bright Side

Magic at the time of casting: 36 (24 x 1.5 [Dragon Force])

Points to allot: 155
Max Possible: 25

Attack: 20
Defense: 15
Magic: 20
Resistance: 15
Skill: 20
Reflexes: 16
Speed: 20
Endurance: 10

Passives:
  • Hallow Flux - Ultima constantly blazes with protective fire that radiates both light and temporal energies, damaging anything hostile that comes into contact with her. (-5)
  • Purity of Form - Ultima starts out with Veil. If removed in any way, it returns after three posts. (-5)


Immunities: Silence (-3), Confusion (-3), Fear (-3)



24 = 12 base Magic +4 from Louis-Shard +4 for charging on action 1 +4 for action 2; released on action 3.
PostPosted: Sun Oct 26, 2014 4:55 pm


fractalJester

AldrickZearse

RhikoDemson

Mizu_Kage_Hikari

Enji_Chou


Could I get a summary of the Louis ark to date, please? I thought I understood what was going on, but I'm a bit confused. Or will more be explained in the RP in a moment?

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PostPosted: Sun Oct 26, 2014 6:33 pm


Psalm Grasshopper


Details surrounded by parentheses are details the heroes did not know until very recently. Details surrounded by a brackets are details readers know, but heroes still don't.

(Louis)-Mateus defended the lab creating the first replica batch.

Afterward, Louis (suppressing his bond with Mateus) teamed up with us *as a spy*.

When the group split, Mateus (attached to a heartless created by Louis) visited the people in China, threatening them in an attempt to side with him, or at the very least side against Kyle, before being chased away.

Louis continues to be (spy)friend with us until the current day's morning, just before the battles broke out. At which point, to us, he seemed to just disappear.

(Louis)Mateus attempted to prevent the ritual to free Calypso, but was foiled by a glyph of light magic [placed by Ajora].

(Having been foiled, Louis-Mateus snapped, teleported back to the White Witch's Castle, and unleashed a terrible, still-growing curse on the land.)

During the fighting, three (Louis) dark specters appeared to Kyle, Kyla, and Bobbi at various times, each in a time of total desperation, offering help at the price of letting the specters take root. Each agreed.

Kyle calmed down shortly thereafter, and got Noelle and Joe's help during their drive to help him remove his specter, (leaving a broken, purified shard). He learned at this point that the specters are definitely related to Mateus.

Kyla accepted hers while she was being hunted by Ajora for coming into Atlantis alone. He helped her on various occasions during the coming battles, but during the penultimate battle with Ajora's possessed body, the specter's darkness was ripped out forcefully, leaving a purified unbroken shard.

Bobbi accepted hers, and until now, it remained tainted.

In discussing the issue on the ride back to Disney, the three of them realized that Mateus' host was Louis, the 'friend' that had disappeared before the battle.

There was some debate about what to do about Louis should they ever come across him, but it eventually settled into the obvious "try to help if possible, but he must be stopped".

While in the Cornerstone's influence, Bobbi's tainted specter had its connection cut off from the Louis-source, and as a result began to go haywire, using Bobbi's own darkness as a source. She tried to have a discussion, but due to the conflicting darknesses, the specter was insane, and Bobbi was unable to purge herself alone.

Having attained Ajora's memories due to his own issues earlier, Kyle woke up a short while ago knowing Louis' location; in the process, his broken pure shard had also been repaired. He made sure to tell Yen Sid, Merlin, and Aslan, the three of which had already known something was going on in Narnia and needed to be stopped before the night was over. Being that it was an Earthling's doing, it was decided that the Earthlings were the best choice of people to send.

Kyle called Kyla, Bobbi, and Joe first. Joe, because he had taken up the leading mantle; Bobbi and Kyla, because of their connection to Louis. Before they could face Louis, however, they needed to be sure their shards weren't tainted; if they had any of Louis' darkness remaining, he could use it against them from within.

Together, the four of them purged Bobbi's corrupt shard, and then everyone was called to the Cornerstone room to discuss the imminent mission.

That's the barebone necessities, I think?
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