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fractalJester
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PostPosted: Thu Dec 30, 2010 10:01 am


Alrighty, Nithhogr approved by me.
PostPosted: Thu Dec 30, 2010 11:31 pm


Canon/Monster Template
Name: Fafnir
Gender: Male

Appearance:
  • Height: 6'1
  • Weight: 180.lbs
  • Body Type: Lean
  • Skin type: Pale
  • Eye Color: Pale Blue
  • Hair Color: Light Brown
  • Hair Style: Short, unkempt
  • Accessories: Bracer on his left arm.
  • Unusual Markings: Unversed Symbol on his tongue
  • Clothing/Description: Fafnir wears a simple black shirt and black shorts, similar to what Cory was wearing upon entering the Underworld. He also has a pair of wristbands, also worn by Cory during the early parts of his journey. He wears a metal bracer on his right arm, and wears a pair of black shorts and sandals.



Good/Evil/Other: Evil
Prominent Element: Darkness
Weapon: Tarot Cards
Job Class: Illusionist
Stats:
  • Attack Strength: 8
  • Guard Strength: 8
  • Magic Strength: 13
  • Magic Defense: 13
  • Attack Speed: 8
  • Evasive Reflexes: 9
  • Outright Speed: 9
  • Constitutional Endurance: 9
  • Energy: 13


Attack Abilities:
  • Hallucination- A set of abilities filled with illusionary techniques.
    • Tarot Visions- Fafnir draws cards from his deck to cast specialized illusions for combat use. The deck magically reshuffles itself every draw, making draws of the same card twice in a row probable, but unlikely. Targets forget the ten minutes prior to becoming trapped within an illusion, but regain those memories upon the illusion breaking. [Random Number 1-21]
      • The Angel [20]- Fafnir draws the Angel and traps the target in a vision in which they are confronted by their idol. The idol begins to criticize every aspect of the target as the powers of the illusion artificially lower their self-esteem. The only way for the target to break this illusion is through outside help or through conquering the hallucination by emotionally bettering them selves.
      • The World [21]- Fafnir draws the World and traps the target in a vision in which they continuously watch the Earth crumble away from the Heartless attack. The only way for the target to break this illusion is through outside help or emotionally accepting what happened to Earth and moving forward instead of back.
      • The Sun [19]- Fafnir draws the Sun and the target believes it is unbearably warm wherever they are, though they are still capable of combat and normal reality perception. The illusion can only be broken by mental acceptance of the heat.
      • The Moon [18]- Fafnir draws the Moon and traps the target in an illusion in which they are inflicted with lunacy. Can only be broken by outside help or by the target calming themselves. [Casts Berserk, ignores resistances. Does not override Passive Immunities.]
      • The Star [17]- Fafnir draws the Star, trapping the target in a vision in which they can only see stars. Can only be broken through outside help or after the target has been trapped for five minutes.
      • The Tower [16]- Fafnir draws the Tower, trapping the target in a vision in which they believe themselves to be very high up and thus giving them vertigo. The targets are still capable of perceiving the rest of reality as normal. Can only be broken by outside help or by the target realizing they aren't really high up.
      • The Devil [15]- Fafnir draws the Devil, trapping the target in a vision in which they think they are being subjected to the worst possible torture for each target. The only way to break this illusion is through outside help or for the target to realize it's not real.
      • The Temperance [14]- Fafnir draws the Temperance and traps the target in an illusion in which they believe themselves to magically fortified, increasing their Magical Defense by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really magically fortified.
      • The Death [13]- Fafnir draws the Death and traps the target in a mental state through which death is emulated. Can only be broken by revival spells. [Casts Death, resistances ignored. Does not override Passive Immunities.]
      • The Hanged Man [12]- Fafnir draws the Hanged Man, trapping the target in an illusion where they see all of their allies' deaths over and over. Can only be broken by outside help or realizing that their friends are fine.
      • The Strength [11]- Fafnir draws the Strength and traps the target in a vision in which they believe them selves to be the most powerful being in existence, thus removing their mental inhibitors on their muscles and increasing their Attack Strength by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really strong.
      • The Wheel of Fortune [10]- When Fafnir draws the Wheel of Fortune, the card randomly mimics any other card in the deck. [Roll again, re-roll if 10 is rolled]
      • The Hermit [9]- Fafnir draws the Hermit and traps the target in a vision in which they believe themselves to have always lived alone on a small island. Can only be broken through outside help or realizing that they were never alone.
      • The Justice -[8] Fafnir draws the Justice, one of the few offensive cards. The Justice explodes in a burst of light, doing massive light damage to all nearby targets, with the exception of Fafnir.
      • The Chariot -[7] Fafnir draws the Chariot, trapping the target in which they believe themselves to be very fast, increasing their Outright Speed by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really fast.
      • The Lovers -[6] Fafnir draws the Lovers and traps the target in an illusion where they become infatuated with Fafnir. Can only be broken by outside help. [Casts Charm, resistances ignored. Does not override Passive Immunities.]
      • The Pope -[5] Fafnir draws the Pope, casting Curaga on all targets.
      • The Emperor -[4] Fafnir draws the Emperor, trapping the target in a vision in which they believe themselves an emperor. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really an emperor. [Casts Bravery]
      • The Empress -[3] Fafnir draws the Empress, trapping the target in a vision in which they believe themselves an empress. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really an empress. [Casts Faith]
      • The Popess -[2] Fafnir draws the Popess, casting Cure on all targets.
      • The Bagatto -[1] Fafnir draws the Bagatto and frowns. Bagatto is a dud card.
    • Illusion- Conjures wide-spread magic to attack all enemies. All Illusion spells suffer a -5 Magic Strength penalty.
      • Prominence- Scorches the landscape with a sudden wave of flames to inflict Fire damage to all enemies.
      • Tempest- Razes the landscape with a sudden wave of lightning bolts to inflict Lightning damage to all enemies.
      • Freezeblink- Freezes the landscape with a sudden wave of cold to inflict Ice damage to all enemies.
      • Star Cross- Scours the landscape with a sudden wave of starlight to inflict Light damage to all enemies.
      • Stardust- Pummels the landscape with a sudden wave of meteorites to inflict Non-Elemental damage to all enemies.
      • Deluge- Floods the landscape with a sudden tidal wave to inflict Water damage to all enemies.
      • Rockfall- Crushes the landscape under a sudden rockslide to inflict Earth damage to all enemies.
      • Wild Tornado- Shreds the landscape in a sudden group of tornadoes to inflict Wind damage to all enemies.
    • Practical Illusions- Given enough preparation time, Fafnir can weave together practical illusions to keep the targets at bay. Not as absolute as Zexion's, but can be woven faster.
  • Deck Tech- A school of attack abilities using Fafnir's Deck.
    • Shurikard- Fafnir fires a card with enough force to cut like a blade.
    • Shurikard Storm- Fafnir creates a whirling barrier of Shurikards around him, discouraging attack.
    • Cardmore- Fafnir combines his Deck into a paper-thing blade to make use of in practical combat.
    • Card Crescent- Fafnir spreads the cards before him in a semi-circle and shoots the crescent of cards at the target.
    • Battery Missile- Fafnir packs the deck in its box before aiming the box at a target. He then fires all 21 cards out at the target like a shotgun Shurikard.

Support Abilities:
  • Hallucination- A set of abilities filled with illusionary techniques.
    • Doppelgangers- Fafnir can create up to three illusions of himself to confuse enemies. Illusions disperse on physical contact.
    • Defensive Illusions- A form of Practical Illusions adapted for defensive combat. Ranges from tricking a target into thinking the paths is blocked to tricking the target into believe they've struck a fatal blow against Fafnir. Uses large amounts of Mana.
  • Deck Tech- A school of attack abilities using Fafnir's Deck.
    • Card Shield- Fans the cards out in a circle to block an attack.
    • Card Step- Can use his cards as footholds for allies to use to gain extra jumps.
    • Card Trick- Uses his cards to teleport from one to another. Uses a large amount of Mana.

Passive Abilities:
  • Levitation- Instead of walking, Fafnir floats everywhere. This allows him flight, as well as immunity to tremor-based attacks.
  • Persistent Eye- Due to Cory's lifelong hallucinations, Fafnir has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities.

Limit Breaks:
  • [Level 1] The Fool- Fafnir draws the Fool card, transforming the target into a card until the end of combat. Can be broken by destroying the card. [Single Target]
  • [Level EX] The "Extra Card Explaining the Rules"- Fafnir draws a card that isn't actually part of the deck and makes something up for it. This allows him to cast a highly intricate Practical Illusion instantly.


Strengths: Both proficient with using and defending against Illusions | Access to multiple elements | High Magic Strength and Defense | High Energy | Not particularly weak in any area
Weaknesses: Light & Fire Magic | Dies if his name is spoken backwards | Teleports to where his name is spoken 3 times in a row | Is inflicted with Berserk if called "Faffy"

Sample Post:

Sousei Tatsu


fractalJester
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PostPosted: Sat Jan 01, 2011 10:45 pm


I only see a few issues with this one:

--Your status cards that say 'Resistances Ignored'- they cannot ignore Passives. A passive immunity over-rides pretty much anything.

--As with the actual Illusionist class from FFTA, the Illusionist Spells (ala Prominence, et cetera) should have a penalty to MS. Even at high levels, the Illusionist classes only did damage on par with level 2 magic (-Ra spells). As a personal suggestion, a penalty of -4 or -5 MS? I mean, the fact is he's attacking ALL enemies, and he has 13 MS, which is pretty intense.
PostPosted: Sun Jan 02, 2011 5:02 am


You weaknesses. They make me lol.

Raziel Hotokashi


Sousei Tatsu

PostPosted: Sun Jan 02, 2011 9:16 am


Added a -5 MS to all Illusion spells. Tarot Visions that inflict negative status effects "[Do] not override Passive Immunities".
PostPosted: Sun Jan 02, 2011 2:15 pm


Yuniko_Stormrider
Starlit Struggle
Name: Yumeko Starr
Nickname/Alias: Yume
Age: 22
Gender: Female

Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
  • Height: 5'7"
  • Weight: 150 lbs.
  • Body Type: slightly taller then the rest of her kind and agile
  • Skin type: Pale to an almost light blue
  • Eye Color: Ice Blue
  • Hair Color: silver/white
  • Hair Style: mostly down short of two braids to the side (look for Girl's Bard in Salon Durem)
  • Clothing: She wears a light blue tank top with a blue pair of shorts and no shoes.
  • Unusual Body Art/Parts: A red Heart surrounded by crystal colored angel wings adorns her chest.
  • Race: Kistune (Artic desent) ((Otherwise known as Hengiyokai))


Theme Song(s):
  • Unwritten- Natasha Bedingfield


Significant Trait: {In One or Two Words} Gentle and Protective
Quotes:
  • "I will protect you because I want to."
  • "Are you alright?"
  • "What does being different have to do with being friends?"


Good/Evil: Chaotic Good
Homeworld: Coros
Main Weapon: Bow & Arrows
Additional Equipment: {Secondary Weapons, Enchanted Armor, Accessories, Conclave Jewelry} Twin whips
Job Class: Gaurdian

Attack Abilities: {You can have less/more than three, if necessary}
  • Lighting Arrow- When she shoots an arrow she also calls lighting at the same time thereby giving the lighting bolt a direction to go. It also helps to get the arrow through certain barriers.
  • Foxfire- While not as strong as an Elder Kistune's Foxfire. Yumeko's Foxfire can hurt. It causes about the same amount of damage as a regular Fire spell does.

Support Abilities: {You can have less/more than three, if necessary}
  • Illusion- This little ability that she has allows her to make her opponents think that things are going their way when really the are making a fool of themselves. She usually uses it only to prevent someone's death. However if one pays enough attention then they would be able to tell that something wasn't quite right like eye color or the movement, and even the lack of shadow.
  • Emerald Winds- For Yumeko this spell is a healing spell that also protects. Something like combining Cure and Aero. It will grow over time.

Passive Abilities: {YOU MAY ONLY HAVE TWO MAXIMUM}
  • Tongue of Beasts- This little passive ability allows her to speak with all animals.
  • Shift- Her body shifts according to the situation that she is in. For example in battle she would go to her mid form to gain more agility.


Limit Breaks: {These are attacks that you can only use when your character is near defeat, as in his/her last few HP.}
  • Foxfire Kistune! - When she is at a loss as to what she can do she will slpit her tail into nine with foxfire alight on each tip. They will move from the tails and gather together to form a large Fox made of fire. It will charge at all opponents to try to either knock them out or kill them.
  • Tenshi Kistune- This ability gives her the chance to heal all that she is with or bring one person back from unconsciousness.
  • Kistune Crystal Barrier- This ability is one of her passionate abilities as it is directly linked to her heart. Much like the marking... the crystal that her heart summons also incases her friends and allies.


Strengths: Agile and full of Energy
Weaknesses: Sharp loud noises and brute strength

Personality: Kind hearted, protective, stubborn, loyal, and gentle.
Likes: Nature
Dislikes: Forest fires, and cold blooded killers.
Fears: Kistune hunters, slavers, and spiders.

Family: Umiko Starr is Yumeko's twin sister. Both parents died when they were five.

Bio: Yumeko and Umiko Starr were orphaned at the young age of five due to hunter of a specific kind. On their home planet all Hengiyokai were concidered pets if they were caught. Among the most valued of Hengiyokai were the Kistunes. The orange kistunes were rare, but the Kistune that most hunters hoped for were the Artic Kistunes due to their fur and abilities. Yumeko and Umiko both cared for mankind even if they were hunted. If someone was hurt... well let's just say that their agility comes in handy should the injured realize who was tending to them. The twins decided that if they were to survive they would have to leave their home and start anew someplace else. Other Hengiyokai they knew had left as well, so it was only natural that they would want to leave as well. Yumeko and Umiko both decided that by going on two seperate ships they would not be found. The girls had picked random ships in hopes that the next place they went to would not be as bad as their homeworld.


Sample Post: Two young ladies both with silver/white hair and ice blue eyes looked at each other then hugged.

"I wish you well Umiko and I hope that we will meet again." said one of the ladies as she backed away.

"And I wish you the same Yumeko. 'Til we meet again." Umiko said before she left to get on the closest ship paying for her passage as she stepped up to the man.

Yumeko knew that her sister would get off-world without a problem, so she turned to go the other direction and went up to the lady who was handing out passes for gold. "Is this your first time miss?'asked the ticket lady, who after recieving a nod from Yumeko, handed her a ticket.'You look like you would need all the gold you have deary, so here have one on me."

"Thank you ma'am." Yumeko responded gently with awe in her voice, for it was rare that someone would be kind to her without there being a catch.


The only thing I see as a possible issue now is your passive Shift. Does she have no control over here body changing, or is it something she chooses to do? If her body changes without her saying so, then it's a Passive; if it's something she does on purpose, then it should be a Support.

Otherwise, everything looks good! Just answer that and I'll post it up for you.

EDIT: Also, Fafnir approved by me.

fractalJester
Captain

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Jeimuzu Kuro
Crew

PostPosted: Mon Jan 03, 2011 6:35 pm


Canon/Monster Template
Name: Leon
Gender: Male

Appearance: Leon
  • Height: 5'9"
  • Weight: 180 lbs.
  • Body Type: tall and skinny, yet built
  • Skin type: White
  • Eye Color: Blue
  • Hair Color: Brown
  • Hair Style: Long, shoulder length
  • Accessories: Griever necklace around his neck
  • Unusual Markings: long scar running from his forehead down the bridge of his nose.
  • Clothing/Description: Leon wears black gloves, black, zipper-lined shoes, white undershirt and wears a short black jacket with a fur collar that has red griever symbols on each shoulder. He wears three born belts on his left forearm and has three buckles on his right thigh. Leon's pants also sport a vertical zipper going down the side of each leg and wears two black and two brown around his hips that are quite loose. He also wears a belt that fits properly around his waist.



Good/Evil/Other: Good
Prominent Element: Non-Elemental
Weapon: Revolver Gunblade
Job Class: Gunblader
Stats:
  • Attack Strength: 10
  • Guard Strength: 8
  • Magic Strength: 6
  • Magic Defense: 5
  • Attack Speed: 10
  • Evasive Reflexes: 9
  • Outright Speed: 8
  • Constitutional Endurance: 8
  • Energy: 8


Attack Abilities:
  • Magics- Leon has access to Fira, Blizzra, and Thundara
  • Fated Circle- Blasts of Fire surround Leon as he does a spinning attack, the fire then closes in on the enemy and explodes.
  • Rough Divide- Leon charges forward,, cutting into the ground with his gunblade, as he brings it up, he then jumps high into the air, a blast of energy following him, blasting the enemy.

Support Abilities: {You can have less/more than three, if necessary}
  • Name- Details
  • Name- Details
  • Name- Details

Passive Abilities:
  • Lion's Courage- Due to Leon's resolve, he is unaffected by the Fear and Stun statuses

Limit Breaks:
  • Blasting Zone- Energy fills Leon's gunblade causing it to glow golden and become larger in size. He then brings that energy down in a vertical slash, causing the energy to unleash in a large laser blast.
  • Lionheart- Leon fills his gunblade with energy before rushing toward an opponent and slicing upward, knocking them into the air and following up with a fury of 16 slashes before unleashing a final explosive slash and letting the enemy fall to the ground.

Strengths: Fast and strong melee attack
Weaknesses: Weak with magic and magic defense.

PostPosted: Mon Jan 03, 2011 8:12 pm


I approve of both Fafnir and Leon.

fractalJester
Captain

Omnipresent Seeker

6,325 Points
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LavenderSakura
Crew

Melodious Lunatic

11,050 Points
  • Object of Affection 150
  • Grunny Grabber 50
  • Survivor 150
PostPosted: Tue Jan 04, 2011 1:37 am


Nith, Terra, Fafnir and Leon look good. >
*is late*
PostPosted: Wed Jan 05, 2011 7:12 pm


Canon/Monster Template
Name: Auron
Gender: Male

Appearance: Auron
  • Height: 6'0"
  • Weight: 190 lbs.
  • Body Type: Tall and built
  • Skin type: white
  • Eye Color: Brown
  • Hair Color: DArk black with grey streaks.
  • Hair Style: long, tied back with a gold ribbon
  • Accessories: "Nog" bottle at his hip
  • Unusual Markings: Scar over his right eye
  • Clothing/Description:Auron wears a deep red haori with blue lining, kept closed with a thick, black and blue strap with two brown belts wrapped around it. There is a brown shoulder pad on his left shoulder that is intricately decorated with tan, green, and blue patterns, as well as a beaded ornament that dangles from it. He wears black pants and shoes, the latter of which have brown straps and triangular metal plating adorning them. Auron also wears a black shirt with a grey collar with intersecting brown straps that is high enough to cover his mouth.



Good/Evil/Other: Good
Prominent Element: Non-elemental
Weapon: Katana
Job Class: Samurai
Stats:
  • Physical Strength: 14
  • Physical Resistance: 11
  • Magic Strength: 3
  • Magic Resistance: 7
  • Action Speed: 8
  • Evasive Reflexes: 8
  • Outright Speed: 8
  • Endurance: 9
  • Energy: 4

Attack Abilities:
  • Power Break- If Auron manages to hit it will inflict -4 to an Opponent's Physical Strength. -2 if the strike is Blocked.
  • Magic Break- If Auron manages to hit it will inflict -4 to an Opponent's Magic Strength. -2 if the strike is blocked.
  • Armor Break- If Auron manages to hit it will inflict -4 to an Opponent's Physical Resistance. -2 if the strike is blocked.
  • Mental Break- If Auron manages to hit it will inflict -4 to an Opponent's Magical Resistance. -2 if the strike is blocked.

Support Abilities:

  • Entrust- Sacrificing the great majority of his mana, Auron is able grant the Aura status to an ally.
  • Name- Details
  • Name- Details

Passive Abilities:
  • Dead Nerves- Due to Auron's previous training as a warrior monk, he has immunity to stun and interruption.
  • Name- Details

Limit Breaks:
  • Dragon Fang- Auron jumps high and thrusts his katana into the ground, causing an area of effect eruption of fire capable of hitting multiple targets.
  • Tornado- Combining simple magic with his raw strength, Auron swiftly spins around, cutting the air with his massive katana with such a force that a medium-sized twister rips into existence, enveloping targets in razor winds for a few moments. In its final moments, Auron spits some 'nog' from his bottle, which combines with the tornado's simple, destructive magic to create an explosion of fire consuming those within.


Strengths: Strong physical attack
Weaknesses: Has little magic.

Jeimuzu Kuro
Crew


Jeimuzu Kuro
Crew

PostPosted: Wed Jan 05, 2011 7:59 pm


BTW, Fafnir is also approved by me.
PostPosted: Thu Jan 06, 2011 1:25 pm


Noelle's abilities remaaaake. Gimme some time, I gotta go through and strike what she doesn't have yet. EDIT: Done with the strikes, WHOO

Attack Abilities:

  • Spear Play- attacks centering around the use of spear techniques and manipulation
    • Flourish - Noelle flourishes the spear by rotating her wrist to knock aside oncoming attacks to the front and the back as well as being able to swipe at opponents with minimal movement
    • Dance - Noelle moves and maneuvers her spear around her body to perform an attack combo that looks like a dance
    • The Bends - Noelle uses the flexibility of her spear to her advantage by positioning it so the spear tip can bend and cut an opponent, even if the spear's staff has been blocked
    • Extend - Holding the spear by the bottom, Noelle can swing it at an opponent or fight using the back end to get a full range of extension, distancing herself so the staff hits her opponent, or the speartip cuts them
    • Pole Vault - Noelle will charge an enemy, and just before them, thrust the spear tip in the ground and pole vault over the enemy. While in the air, she summons her spear back to her and throws it at the enemy from above.
    • Duality - Tucking her spear under her armpit, Noelle wraps her arm around the staff in such a way that allows her to fight with the tip while easily being able to block attacks from behind.
  • Slingshot - Noelle pulls up two earthen poles and strings a vine between them, then uses this as a slingshot
    • Spear Sling - Noelle places her spear in the slingshot, then pushes herself back as far as the vines will stretch before releasing for a long distance attack/attack with added force
    • Self Sling - Noelle places herself in the slingshot and anchors herself to the ground with the earth before using it to push herself back as far as she can go and releasing for a launch into an aerial attack
    • Boulder Sling - Noelle loads a large boulder or mass of earth into the slingshot to release it on enemies or take down obstructions
    • Grapeshot - Noelle loads a large boulder or mass of earth into the slingshot to release it, then as the earth flies at its target it breaks into thousands of small shards
  • Sand storm - Noelle clouds the air with large quantities of sand or dust, hindering an opponent's vision while allowing her to use the sand/dust in attacks against them.
    • Sand Blaster - The sand particles around an enemy will speed up, blasting against an enemy to painfully tear against their skin or blind them.
    • Constrictor - the sand/dust in the air around an enemy will cling to them and continue to condense until Noelle has the ability to constrict the deposits and hinder movement or crush an opponent.
  • Little Shop of Horrors - Noelle grows various large carnivorous plants, such as pitcher plants or venus fly traps, that move to ensnare opponents, oozing burning digestive juices on them. [Digestive Juices = Poison Elemental]
  • Quicksand - Noelle loosens the earth beneath an opponent, turning it into a sink pit.
  • Personal Moat - Noelle hollows out the ground around herself or an opponent, making a hardly noticeable trap that attackers can fall into.
  • Seed Strike - Noelle combines seeds to make them larger and weightier, then forms a sharp point on it and throws it at an enemy. If the seed becomes embedded in their flesh then she can grow the plant inside the enemy to take them apart from the inside out.
  • Bludgeon - Noelle grows a large sunflower in which all its seeds are brought to points, then uses it to strike opponents. Seed strike is a secondary attack to this.
  • Grenade - plants and earth formations are given explosive properties
    • Earth - Noelle throws a large sphere of earth at an enemy and makes it explode into thousands of sharp earth shards
    • Give and Take - Noelle grows a Give and Take tree, thousands of needles surrounding the trunk. The needles raise and launch out at enemies, the natural toxins on the needles causing severe pain and preventing the clotting of blood. [Bleed Effect for 3 turns.]
    • What the Fruit? - Noelle throws well seeded fruits, such as pomegranates, at enemies. As the fruit reaches a close proximity to the enemy, the seeds are expelled from the fruit with great force to cut into the flesh of enemies. Seed Strike is a secondary attack to this
  • Discus - a flat, sharp disc of earth can be thrown or propelled straight from the earth at an enemy
    • Discus Pillar - if surrounded by enemies, a pillar rises from the earth underneath Noelle, then breaks apart into dozens of disci that fly out in every direction
  • Sting - Noelle grows a long vine of stinging nettle (which causes severe pain and swelling when the tiny needles become embedded in the skin) and uses it as a whip.
  • Kick Spike - If Noelle strikes at the earth with her foot a row of earthen spikes will come from the ground at an enemy
    • Kick Spike Release - Performs the same action as Kick Spike, but at a second kick, the spikes release from the ground and launch out at enemies
  • Sucker Punch - Either a large block of earth or a tree-branch (whichever is most readily available) will make a surprise attack on an opponent to take them out.
  • Tether - Noelle wraps one end of an ivy vine around the end of her spear and the other end of it to her wrist. She can then use this tether to swing her spear around, strike, and pull it back.

    Support Abilities:
    • Apothecary - Noelle uses the knowledge of various natural remedies granted to her by her power of Agromancy to aid her friends
      • American Ginseng – When given Noelle’s American Ginseng elixir, the recipient will have boosted endurance and energy. [45% MP Recovery ; Outright Speed increased +2 for 3 turns].
      • American Scullcap – when given Noelle’s American Scullcap elixir, the recipient’s pain tolerance will increase or, in the event of an injury, the recipient’s pain will be lessened. [Protera (+6 Physical Resistance) for 3 turns]
      • The Golden Pitcher - A hybrid plant, goldenrod and pitcher plant, that has healing properties in the nectar. [Hi-Potion]
    • Portable Hole - Noelle can drop herself or others into a hole in the earth and move herself/them around underneath the surface
    • Spring - the earth under her or someone else's feet will spring up, launching them backwards/forwards away from harm.
    • Catch - If she or someone else is falling, preexisting foliage or rapidly grown foliage will lift and coil to ease the impact of their fall and catch them
    • Armor - Noelle can form a wearable suit of armor out of the earth
      • Level 1- At level one, Noelle can only wear two elements of the suit (i.e. breastplate + gauntlets/ face guard + shin guard, etc.)
      • Level 2- At level two, Noelle can only wear four elements of the suit
  • Scan- Noelle can use the earth or surrounding plant-life to scope out a hidden enemy.
  • Slide- The earth beneath Noelle's feet lifts slightly, sliding her closer to or away from an enemy at a rapid pace.

    Passive Abilities:
    • Gaia's Gift- When Noelle is in physical contact with Earth or near plant life she regains energy. [MP Regen on Earth]
    • Gaia's Gift 2- When Noelle is in contact with earth she receives Regen.

  • Je suis a toi
    Vice Captain


    Je suis a toi
    Vice Captain

    PostPosted: Thu Jan 06, 2011 2:28 pm


    Aaaand the profile for Artemis. WHOHOO.


    Canon/Monster Template
    Name: Artemis
    Gender: Female

    Appearance:
    • Height: 5’ 6”
    • Weight: 125
    • Body Type: Thin and very flexible
    • Skin type: Brown
    • Eye Color: Brown
    • Hair Color: Black
    • Hair Style: kept long and braided down the back with red and purple ribbons
    • Accessories: N/A
    • Unusual Markings: a black diamond painted over her right eye
    • Clothing/Description: A crimson red jumpsuit decorated with black and purple checkerboard patterns


    Good/Evil/Other: Evil
    Prominent Element: Darkness
    Weapon: Bow and glass arrows
    Job Class: Distance archer
    Stats:
    • Physical Strength: 10
    • Physical Resistance: 8
    • Magic Strength: 11
    • Magic Resistance: 9
    • Action Speed: 11
    • Evasive Reflexes:12
    • Outright Speed: 11
    • Endurance: 9
    • Energy: 9


    Attack Abilities:
    • Viscosity- Artemis has control over viscous materials, such as fire, water, air and glass. She may only control an element if no one else is currently controlling it.
      • Pyromancy- Artemis can manipulate existing fire.
        • Pyromagia- Artemis can create fire using her own mana.
      • Hydromancy- Artemis can manipulate existing water.
      • Aeromancy- Artemis can manipulate the air around her.
      • Hyalomancy- Artemis can manipulate existing glass, both solid and liquid.

    Support Abilities:
    • The Circus Act - Artemis uses tricks worthy of a circus show to maneuver around the battlefield and her opponents.
      • Contortionist - By bending and contorting her body, Artemis can fit through small spaces or move herself around an opponent.
      • Acrobat – Artemis has strong balance in the air, allowing her to swing or jump from high ledges or footholds.
    • Ink - Artemis can use darkness to blot out light (giving the effect of twilight or night) in a bubble with a radius of 100 feet.

    Passive Abilities:
    • Predator of the Night - Artemis’ bird-like qualities allow for incredible night-vision and keen hearing.


    Limit Breaks:

    Strengths: Extreme flexibility | Distance attacks during the night/in darkness | Keen hearing and night vision | Evasiveness
    Weaknesses: Distance attacks during the day/in light | Low pain tolerance

    PostPosted: Fri Jan 07, 2011 9:52 pm


    Canon/Monster Template
    Name: Genesis Rhapsodos
    Gender: Male

    Appearance: Genesis
    • Height:6'0"
    • Weight: 175 lbs.
    • Body Type: Thin yet built
    • Skin type: pale
    • Eye Color: sky blue
    • Hair Color: Auburn
    • Hair Style: Shoulder length parted to the right
    • Accessories: Earring on his right ear
    • Unusual Markings: Black feathered wing on his left shoulder
    • Clothing/Description:Genesis wears a long red coat with black straps in net patterns on his left shoulder and hip. His right shoulder has a cauldron on it and he wears black pants and boots that go up to his knees. His pants have a bib on them that connects to straps that go over his shoulders with a logo on the bib. He wears red gloves that match the color of his coat.



    Good/Evil/Other: Evil
    Prominent Element: Non-elemental
    Weapon: Rapier
    Job Class: Dark Knight
    Stats:
    • Physical Strength: 13
    • Physical Resistance: 10
    • Magic Strength: 12
    • Magic Resistance: 9
    • Attack Speed: 12
    • Evasive Reflexes: 11
    • Outright Speed: 11
    • Endurance: 11
    • Energy:10


    Attack Abilities:
    • Dancing Sword- Genesis unleashes a combination of two horizontal slashes, followed by three stabs and finishing up with a leap followed by a downward thrust.
    • Magic Sword- Four swords of energy form around a target or targets and slowly converge on them two at a time, coming to meet at their points.
    • Homing- Genesis swipes his hand or hands in a claw like motion, unleashing five blasts of homing fire per swipe. The more blasts he unleashes in succession though, the less effective they become.

    Support Abilities:
    • Detect Darkness- Due to Genesis' control of the darkness, he is able to able to sense other dark beings, though.
    • Dark Portal- Due to his control of the darkness, he is able to access the Corridors of Darkness.
    • Darkness Blade- Genesis emboss his sword with darkness, causing it to glow red. Adds +2 to Physical Strength.

    Passive Abilities:
    • Flight- Due to Genesis' one win, is able to fly.
    • Name- Details

    Limit Breaks:
    • Apocalypse- Genesis flies into the air and charges his sword with energy, unleashing a massive area of effect blast.


    Strengths: Strong in terms of physical and magical attack
    Weaknesses: His temper tends to lead to rash decisions, and he has a lower magical defense.


    Jeimuzu Kuro
    Crew

    Reply
    KHBTD : Kingdom Hearts Roleplaying and OoC

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