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UrabaiN

PostPosted: Fri Jun 22, 2012 10:21 am


Made the change on Dia-Hattrick, reduced the overall speed to 24 so the guns could be even. Having to change their stats as two separate guns made me consider making them individual stats and guns at a later time biggrin this should suffice for now.

As for Lupin: considering he is an explosive expert, I'd imagine he has a wide selection of bomb types. Should I make separate stats for each one or limit him to one bomb type?
PostPosted: Fri Jun 22, 2012 12:57 pm


As he's a bomb expert, it would make more sense if he had access to various explosives. I'd recommend making the ones listed with the stats as his primary, and list somewhere other types he might use, each with their own strength/radius/activation time.

Besides that, everything seems good to go :3

fractalJester
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PostPosted: Fri Jun 22, 2012 8:32 pm


Got no problems besides what Kyle's already listed off, so obviously once those are taken care of, my approval is go.
PostPosted: Fri Jun 22, 2012 9:25 pm


Canon/Monster Template
Name: Tseng
Gender: Male
Race: Human

User Image - Blocked by "Display Image" Settings. Click to show.
Appearance:
  • Height: 5'7"
  • Weight: 160 lbs.
  • Body Type: Lean and fit
  • Skin type: White
  • Eye Color: black
  • Hair Color: black
  • Hair Style: shoulder length in a pony tail
  • Accessories: none
  • Unusual Markings: Tilak in the middle of his forehead.
  • Clothing/Description: Tseng wears a black suit, shoes, tie and a white button up shirt. The traditional attire of the Turks.



Good/Evil/Other: Neutral
Prominent Element: N/A
Weapon: Pistol(semi-automatic 9 shots PS: 11 AS: 12)
Job Class: Gunner
Stats:
  • Physical Strength: 9 [w/ pistol: 11]
  • Physical Resistance: 8
  • Magic Strength: 6
  • Magic Resistance: 7
  • Attack Speed: 9 [w/ pistol: 12]
  • Evasive Reflexes: 10
  • Outright Speed: 9
  • Endurance: 9
  • Energy: 5


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

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

Passive Abilities:
  • Silent Walk- Due to his training as a Turk, Tseng can move with very little to no sound.
  • Sleight of Hand- Due to Tseng's proficiency with his pistol, he is able to reload his gun with very little delay.

Limit Breaks:

Strengths: Good marksmanship, medium range, decent at melee
Weaknesses: Low magic attack and resistance

Jeimuzu Kuro
Crew


Jeimuzu Kuro
Crew

PostPosted: Fri Jun 22, 2012 9:26 pm


With the corrections Kyle posted, I see no problems with them either. Once those are done, you've got my approval.
PostPosted: Fri Jun 22, 2012 9:34 pm


Tseng looks good to me.

Also, as for Rhiko and UrabaiN's Turks, I'd like to get at least one or two more votes. There are so many I want to be absolutely sure we don't miss something.

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PostPosted: Sun Jun 24, 2012 9:50 pm


Holy radioactive monkeys! That's a lot of Turks! OwO;;

They look good to me, I think. I wish some of them had abilities... because Ihave some weird infatuation with reading abilities... it's so entertaining! D':
PostPosted: Wed Jul 04, 2012 3:43 pm


Gifts of the Chosen- Kai (Normal Form) is immune to the following ailments:
*Blind*
*Deshell*
*DeProtect*
*Addle*
*Sleep*
*stop/paralyze/freeze*
*Doom*
*Fear*
*Auto-KO*
*Petrify*
============
(( Boss Form))


*Blind*
*Deshell*
*Deprotect*
*Toxic/Sap*
*Sleep*
*Stun/Delay/Daze*
*Addle*
*Stop/Paralyze/Freeze*
*Gradual-Petrify*
*Fear*
*Doom*
*Auto-KO*
*Petrify*
*Frog*
-----------------------------------

Gifts of the Chosen- The Nameless (Normal Form) is immune to the following ailments:
*Pain*
*Cripple*
*Disable*
*Slow/Frost*
*Sleep*
*Stop/Petrify/Freeze*
*Old*
*Doom*
*Frog*
*Auto-KO*
============
(( Boss Form))


* Pain*
*Disable*
*Cripple*
*Slow/Frost*
*Stun/Delay/Daze*
*Sleep*
*Stop/Paralyze/Freeze*
*Gradual Petrify*
*Old*
*Doom*
*Vit 0*
*Frog*
*Petrify*
*Auto-KO*

thank you for looking this over. Any suggestions for replacements or changes are encouraged.

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PostPosted: Wed Jul 04, 2012 4:13 pm


Looks good, and since this is really just a 'make sure you have the numbers right' instance, I'll just go ahead and post them up.
PostPosted: Tue Oct 02, 2012 8:18 pm


Okay I've been meaning to get this done for awhile. Work on getting a few things changed to these profiles. I got what changes I did to each listed so they can be looked over.

Kaegoe
User ImageName: Dawn Cook
Birthdate: 9/5/1987
Gender: Female

Appearance:Dawn
  • Height: 5'7"
  • Weight: 200lbs
  • Body Type: curvy
  • Skin type: pale
  • Eye Color: Sapphire blue
  • Hair Color: Brown
  • Hair Style: Wore down, length about halfway down her back
  • Unusual Markings:
  • Clothing: Long white tank top, that goes just an inch past her butt, With lacie straps going off her shoulders And a side skirt also of lace. Over it is a dark green corset with a zipper down the front. Under the skirt made by the white shirt, she wears a pair of blue shorts that stop just above her knees, a black belt on the left leg and two on the right leg. She also wears a pair of white boots, that look of white linen with black belts holding them up. White gloves both, the right glove going to her wrist while the left goes to her elbow with a black belt on it as well. Along a necklace with an angel on it with sapphires and clear stones..


Theme Song(s):


Significant Trait: Carefree
Quotes:

  • "Even the darkest room has a small glimmer of light."
  • "What did you say?"
  • "Ugh my life sucks!"


Good/Evil/Other: Good
Element: Wind
Weapon: Duel Tessen
Job Class: Dancer/Aeromancer
Stats:
  • Physical Strength: 5 [4]
  • Physical Resistance: 6 [5]
  • Magic Strength: 8 [4]
  • Magic Resistance: 6 [4]
  • Action Speed: 10 [8]
  • Evasive Reflexes: 3 [2]
  • Outright Speed: 10 [8]
  • Endurance: 7 [5]
  • Energy: 8 [5]


  • 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.
    • 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. Dawn must continue dancing for the effects to be active, unless otherwise specified. Being a master at Dance, Dawn can put multiple dance effects into one dance, however to do this she may sometimes stumble, then lose the effect that turn.

      • 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.
      • 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 by 3.
      • Heathen Frolic- Dawn performs a dance that lowers enemy concentration, thus lowering their Magic Strength by 3.
      • Dance of Silent Wind- Dawn manipulates the wind as she dances, manipulating it around the enemies mouths, silencing their voices (Unable to cast spells.
        Forbidden Dances- Dawn does a dance movement against one opponent, depending on her movements she can inflict different statuses.
        1. Painful Movements- Inflicts Pain onto the enemy
        2. Draining Soul- Inflicts Sap onto the enemy
        3. Enraged Dance- Inflicts Berserk on the enemy
        4. Graceful Dance- Inflicts Charm on the enemy


    • 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)
      • Air Dancer- When in a tough situation and unable to dance on the solid ground, Dawn creates her own dancing area by using the wind to cast float on herself, making her levitate approximately 2-3 feet off of the ground. (Lasts for 3 posts)
      • Wind Power- Dawn combines her wind magic with another Earthling's magic attack to increase the power of that attack.
      • 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.Dawn must remain dancing for the effects to be active, unless otherwise specified.Being a master at Dance, Dawn can put multiple dance effects into one dance, however to do this she may sometimes stumble, then lose the effect that turn.
      • Must Keep Moving- With quick foot movements, Dawn casts Haste on her allies
      • Endure to the End- Dawn uses a dance that cast Bubble on her allies.
      • 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.
      • Shadow Dance- A short that Dawn can use either on herself or an ally which enhances them with Vanish. Which lasts for 3 posts, or the enhanced target takes damage or casts a spell. (Later skill levels will make it Vanishga)
      • War Dance- A dance that casts Bravery on all nearby allies.
      • Mystic Dance- A dance that casts Faith on all allies.
      • The Dancer's Cure- With a powerful dance, Dawn casts Esuna/ga on her allies.
      • One More Dance- Dawn dances in sorrow for a fallen ally, casting Raise on him/her.
      • The Last Dance- Dawn dances for one of her allies and enchanting that person with Aura. Can only be cast by Dawn once a day.

    • 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 Stop)


  • 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.
    • [Level 5] A Dancer's Last Wish- Dawn performs a dance on a nearby ally. Granting him/her with an enhancement of Physical/Magic Strength (Depending on which is stronger on the one who is getting the buff) by 3 along with Aura enhancement that will last until the end of his/her next post.



Drive Contributions:
  • Wind's Grace- The person infused with Dawn has access to Dawn basic Wind Elemental abilities, namely: Aeromancy, High Jump, and Aero.
  • Gale's Dance- The person who fuses with Dawn has access to Dawn's basic dances including: War Dance and Slow Dance
  • Attribute Boost- The person infused with Dawn has the following stats boosted : Attack Speed, Outright Speed, and Energy.


Strengths: Fast attacks and movements, Endurance, Cleaver and can think outside of the box when needed.
Weaknesses: Clumsy, not very physically fit.
Elemental Affinities:
  • Fire - DOUBLED 2x
  • Ice - No Change
  • Thunder - No Change
  • Wind - IMMUNE
  • Water - No Change
  • Earth - No Change
  • Nature - No Change
  • Poison - No Change
  • Space - No Change
  • Time - No Change
  • Lunar - No Change
  • Light - No Change
  • Darkness - No Change


Personality: Carefree and kind. Worries about others more than she does herself and would do anything to help someone in need of some cheering up or a hug. Though she has many of her own personal sadness, she puts it aside for others.

Flaws:
  • Absentminded
  • Childish
  • Disability- Farsighted
  • Fixation
  • Gullible
  • Klutz
  • Overemotional
  • Predictable
  • Soft-hearted
  • Timid

Likes: Spending time with her friends, Sleeping and doing nothing, Angels and cats, and all other animals.
Dislikes: Jerks and assholes. People who hurt others willingly.
Fears: FISH, Being alone, Thunder, Walking through alleys

Family: Mother, Sister, 3 brothers, and 9 nieces and nephews.

Bio: Dawn's life has been anything, but easy. She spent most of her childhood moving from place to place, having very little money to her family's name, they even ended up homeless in a shelter. Then when she was at the age of 16, her father passed away due to illness. Along with a relationship she got out of a year previous, that ended badly for her both emotionally and mentally.

Though she has had much pain, Dawn has found happiness in the good things that has happened to her in her life. One of which is meeting her friends who she views as her family. Bobbi being one of which she has known since she was 14, her first true friend. Many years later, she also became friends with Michelle and James. James whom she meet through Bobbi. She loves her friends and would do anything she can to help them.

The days following the attack and destruction of Earth, Dawn spent several days, wandering and trying to survive in the bamboo thicket in Land of Dragons. She ended up being captured by the soldiers of General Lee Shang. Through that she ended up meeting Mulan, her childhood hero, and Mushu. But what surprised her the most was that she met others like herself, who were trapped in this unknown territory.

The group was soon visited by Leon, Cloud and a few others, who called upon the great mage Merlin. The man transported her and the group to Halloween Town, where several other survivors of her world were located, including Bobbi and James.

After being reunited with her friends, she travels with them and the other Earthlings. Though she is still unsure of what kind of quest they are on. She knows that she wants to restore things back to normal. And above all else, return the hearts of three of her beloved nieces and nephew back to where they belong.

Summon: Garuda
Summon Appearance: Click Here.
Summon Personality: Competitive to other summons. Can be rather rough around the edges and somewhat mean to others but Dawn. Whom she treats like a sister or a mother. Except when Dawn is acting like an airhead.
Summon Abilities:
Attack Abilities:
  • Wind Blade- Garuda summons a strong damaging wind on a target.
  • Tornado- A large tornado is summoned by Garuda to sweep away enemies.
  • Sonic Boom- Blasts the battle field with a shock of wind for massive damage.

Support Abilities:
  • Hastga- Gaurda casts haste on the battlefield
  • Whispering Wind- A stronger version of Dawn's Whispering Wind that heals the target for more health

Passive Abilities:
  • Garuda's Favor- When Garuda is summoned to the battlefield, she grants Dawn's allies with increased Evasive Reflexes by 1 point.



Edits: Changed Hair style and clothing description to match what she currently has.
Added about Dances and stumbling
Added Heathen Frolic and Polka show how much they decrease the target by.
Unstriked- Heathen Frolic, Polka, Mystic Dance, The Last Dance and Aerial Blast.
Added Support Dance: Shadow Dance
Added Skills for Garuda

Kaegoe
Name: Dusk
Birthdate: ???
Gender: Female

Appearance: User Image
  • Height: 5'7"
  • Weight: 220lbs
  • Body Type: Curvy
  • Skin type: Pale
  • Eye Color: Blue
  • Hair Color: Brown She dyed it red
  • Hair Style: Down past her shoulders
  • Accessories: None
  • Unusual Markings: None
  • Clothing:Black tub top with with red belt at top and at her waist. Green short skirt going mid thigh. Long black boots and gloves. Green slashes attached to her top. Along with a red choker on her neck.


Theme Song(s):
  • Blue Eyes- Within Temptation


Significant Trait: Uncaring
Quotes:
  • "Don't act like you know me. You will never know me."
  • "You are just like everyone else, always judging."
  • "Are you done yet? Good, cause I don't give a #$^#"


Good/Evil/Other: Evil
Element: Dark Wind
Weapon: Duel Tessen
Job Class: Dancer/Aeromancer
Stats:
  • Physical Strength:8
  • Physical Resistance: 9
  • Magic Strength: 12 (11+1)
  • Magic Resistance: 9
  • Action Speed: 14 (13+1)
  • Evasive Reflexes: 6
  • Outright Speed: 13
  • Endurance: 10
  • Energy:11


Attack Abilities:
  • Wind Magic- A school of Magic given to Dusk by her summon, Garuda
    • Aeromancy- Dusk 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.
    • Blades of Wind- With a massive movement of her fans, Dusk can summon large blades of wind that can cut the enemy.
    • Wind Raid- Dusk 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.
    • Wind Power- Wind Power- Dusk's dark wind combines with magic of another magic attack to decrease the power of that attack

  • Dancing- A school of techniques based around performing various dances for various effects. Unless otherwise mentioned, all effects of the Dance remain in effect until the Dance ends or changes.
    • Blade Dance-Dusk dances with her Tessen that doubles their attack power, and then launches forward to strike the enemy with both fans.
    • Quick Step- Dusk performs an attack dance at an increased speed, capable of striking enemies multiple times before a counterattack can be delivered.
    • Witch Hunt- Dusk performs a dance capable of disturbing the opponent's energy, effectively attack their MP.
    • Mystical Wind Waltz- Dusk 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 Dusk, and gives stolen energy to her.
    • Wind Jitterbug- Dusk does a dance similar to Mystical Wind Waltz but instead of draining magic, she drains their health.
    • Slow Dance- Dusk performs a dance that captivates the target and inflicts Slow.
    • Polka- Dusk performs a dance that lowers enemy moral, thus lowering their Attack Strength by 2.
    • Heathen Frolic- Dusk performs a dance that lowers enemy concentration, thus lowering their Magic Strength by 2.
    • Dance of Silent Wind- Dusk manipulates the wind as she dances, manipulating it around the enemies mouths, silencing their voices (Unable to cast spells.)
    • Forbidden Dances- Dusk does a dance movement against one opponent, depending on her movements she can inflict different statuses.
      1. Painful Movements- Inflicts Pain onto the enemy
      2. Draining Soul- Inflicts Sap onto the enemy
      3. Enraged Dance- Inflicts Berserk on the enemy
      4. Graceful Dance- Inflicts Charm on the enemy

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

Support Abilities:
  • Wind Magic- A school of magic granted to Dusk by her summon Garuda.
    • Aero/Aerora/Aeroga- Wraps Dusk 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 herself for a minor amount of health.
    • Aero Shield- A shield surrounds Dusk and her allies and absorbs one attack.
    • Swift as the Winds- Dusk can work the winds around her so that she moves much faster through the air, giving her a temporary Haste. (3 posts)
    • Air Dancer- When in a tough situation and unable to dance on the solid ground, Dusk creates her own dancing area by using the wind to cast float on herself, making her levitate approximately 2-3 feet off of the ground. (Lasts for 3 posts)
    • Aerial Blast- Dusk claps her tessen together, creating a massive clap of wind that surrounds her. The wind blows the enemies within a five foot range of Dusk (and any allies within the area) away from her.

  • Dancing- A school of techniques based around porforming various dances for various effects. Unless otherwise mentioned, all effects of the Dance remain in effect until the Dance ends or changes.
    • Must Keep Moving- With quick foot movements, Dusk casts Haste on her allies
    • Endure to the End- Dawn uses a dance that cast Bubble on her allies.
    • Magic Mambo- Dusk 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. Dusk, however, must remain dancing for the buff to remain in effect.
    • Shadow Dance- A short that Dawn can use either on herself or an ally which enhances them with Vanish. Which lasts for 3 posts, or the enhanced target takes damage or casts a spell. (Later skill levels will make it Vanishga)
    • War Dance- A dance that casts Bravery on all nearby allies.
    • Mystic Dance- A dance that casts Faith on all allies.
    • The Dancer's Cure- With a powerful dance, Dusk temporarily removes whatever statuses her allies have, and prevents them from getting any new ones (though the roll must still take place, explained next). Once the dance ends or changes, the statuses that were removed, as well as the statuses that were blocked, all hit simultaneously with full durations, with no opportunity to reroll.
    • One More Dance with Me- Dusk dances for a fallen ally, casting Raise on him/her. If revived by Dusk, the person revived will be restored to full health with a chance of Doom status.
    • The Last Dance- Dusk dances for one of her allies and enhances that person with Aura. Can be used by Dusk once a day.

  • Tessen Tech- A school of abilities focusing on speed using only the Tessen
    • Tessen Defense- Dusk 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- Dusk'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 Dusk can tell when and where opponents are attacking due from the movements of the air around her.
  • Gifts of the Chosen- Dusk is immune to the following ailments: Disable, Cripple, Addle, Silence, Slow/Frost, Old, Frog, Gradual-Petrify, Stop/Paralyze/Freeze, and Charm


Limit Break(s):
  • [Level 1] Predator Claws- Dusk 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- Dusk 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- Dusk 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.
  • [Level 5]The Dancer's Allure - Dusk's Magic Strength is permanently boosted by 1.
  • [Level 6]Twister- Dusk's Action Speed is permanently boosted by 1.


Drive Form(s):

Strengths: Fast attacks and movements, endurance, clever
Weaknesses: Cocky, Stubborn

Personality: Dusk, being created from Dawn's memories, displays Dawn's hidden darker emotions. Her anger, sadness, wrath, pride, loneliness and regret. Dusk believes that the Earth was destroyed for a reason and that it should stay that way. Dusk only desires only two things: Her freedom and keeping Earth from being restored....
Flaws:
  • Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Arrogant- Having or displaying a sense of overbearing self-worth or self-importance. Inclined to social exclusiveness and who rebuff the advances of people considered inferior. Snobbish.
  • Blunt- Characterized by directness in manner or speech; without subtlety or evasion. Frank, callous, insensitive, brusque.
  • Childish- Marked by or indicating a lack of maturity; puerile.
  • Envious- Showing extreme cupidity; painfully desirous of another's advantages; covetous, jealous.
  • Fixation- In psychoanalytic theory, a strong attachment to a person or thing, especially such an attachment formed in childhood or infancy and manifested in immature or neurotic behavior that persists throughout life. Fetish, quirk, obsession, infatuation.
  • Flirt-To make playfully romantic or sexual overtures; behavior intended to arouse sexual interest. Minx. Tease.
  • Hypocritical- One who is always contradicting their own beliefs, actions or sayings. A person who professes beliefs and opinions for others that he does not hold. Being a hypocrite.
  • Impatient- Unable to wait patiently or tolerate delay; restless. Unable to endure irritation or opposition; intolerant.
  • Klutz- Clumsy. Blunderer.
  • Lustful- Driven by lust; preoccupied with or exhibiting lustful desires.
  • Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person.
  • Predictable- Easily seen through and assessable, where almost anyone can predict reactions and actions of said person by having met or known them even for a short time.
  • Rebellious- Defying or resisting some established authority, government, or tradition; insubordinate; inclined to rebel.
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Stubborn- Unreasonably, often perversely unyielding; bullheaded. Firmly resolved or determined; resolute.
  • Troublemaker- Someone who deliberately stirs up trouble, intentionally or unintentionally.
  • Untrustworthy- Not worthy of trust or belief. Backstabber.

Likes: Being free, Being in the darkness, Inflicting pain
Dislikes: People feeling sorry for her, being in pain
Fears: Loosing her freedom, Disappearing

Family: Who needs family?

Bio:

Summon: Dark Garuda
Summon Appearance: Large golden bird
Summon Personality: Cold and calculating. Could care less about its summoner. Even less for anyone else. Garuda wishes for its own freedom. It wishes nothing more but to free itself from within Dusk.


Edited: Changed hair color
Added Shadow Dance

Kaegoe

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PostPosted: Thu Oct 04, 2012 11:36 pm


Seems fine everywhere except Garuda's passive. Global +2 to evasion just for summoning is a bit much. I would suggest a global +1, which can be increased depending on how long she charges the actual summoning (since the longer you charge, the more power they're granted).

Otherwise, approved changes.
PostPosted: Fri Oct 05, 2012 5:56 pm


Edit complete

Kaegoe

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PostPosted: Fri Oct 05, 2012 8:31 pm


FoM Audition

Admittedly, I'm still not 100% sure about everything, either xD But I feel this is as close as I'm going to get for now.

Name: Yujano
Age: 24
Gender: Male
Race: Occlustrel [Snake-like humanoid]
Alignment: Chaotic Neutral; Self-Serving, but allied with the Sorceress
Homeworld: Tsuvryen

Appearance:
Height: 5'9"
Weight: 145 lbs.
Body Type: Lithe
Skin Type:
Charcoal
Eyes: Crimson
Hair: Black, short and loosely slicked back, with a strand or two falling in front.
Other: The places where his ears should be are tiny, almost unnoticeable slits; his 'nose' is a pair of similarly flat slits, much like a snake; he has a forked snake tongue; white tribal tattoos on either side of his face, drawing attention to his eyes.

Clothing: He wears a simple maroon shirt underneath a strapped dark-teal jacket with buckles down the front; around his neck, and often times his head, he wears a teal-gray scarf used more often than not to hide the bottom half of his face; the scarf has an adjustable chain link that helps keep it in place; he wears simple black pants and boots, preferring to seem plain than out of place.
Items:
  • Morpheus - A large, elongated crystal just slightly bigger than his hand with a mystical green glow that is attached to an ornate chain. The crystal has a subtle, almost-unnoticeable passive effect: all who gaze upon it (except the holder) may be calmed and have their mental defenses weakened, thus rending them more vulnerable to Neuromagicka. Yujano can actively strengthen the effect by charging it with his own mana--doing so brightens the glow and empowers the calming enchantment, and the more he charges it, the more powerful it becomes. Against those with high mental fortitude or those already mentally guarded, charging it may be a necessity.

Weapon(s):
  • Ophiuchus - An extensive length of chain with serpent-shaped serrated blades (each with hand-grip) attached to either end that, upon summoning, is wrapped around his torso repeatedly under his clothing before sliding out of his sleeves. Upgrades: Hammerspace [Can summon or dismiss]; Extension [Has no set length, within reason]; Resilient [Unbreakable within reason]

Armor: Ophiuchus - While summoned as a weapon, the central portion of Yujano's chain remains wrapped around his abdomen multiple times, providing a unique form of 'chain mail' protecting his upper body.

Ability Slots:
  • Neuromagicka [Ability Tree] - A type of magic that deals entirely with altering the state of mind of a target. Yujano has developed a special brand of his own, based around Hypnosis, but it requires eye contact; blinking will not interrupt, but looking away for a fraction of a second will.
    • Hypnotize {1} - The cornerstone of Yujano's special branch of Neuromagicka. Unleashing magic through his eyes, he can bewitch a target into a state of 'waking slumber' in which their mental fortitude is diminished almost to nothing, during which they feel compelled to stay looking at his eyes. Works especially well on the weak-willed, takes more time and effort for the strong-willed. If a target is Hypnotized, all other Neuromagicka abilities have a 100% chance of success unless otherwise mentioned. Blinking does not disrupt a connection, though looking away even for a fraction of a second does.

    • First Level : Confession {1} - As long as eye contact is maintained, Yujano can tell if a person is lying. If the target of this ability is Hypnotized, they will feel a conviction to answer Yujano honestly, though how strong this conviction is depends on their mental fortitude; if the secret is too vital, for whatever reason, and the person's mental fortitude is normally high, they may break free of the Hypnosis.
      • Second Level : Decryption {1} - If eye contact is established and held for at least a few moments, Yujano can skim through the layers of the target's mind, starting with the top-most layers and delving deeper with each passing moment. The deeper he goes, the more likely the target will detect the mental invasion and (depending on mental fortitude and whether or not they are Hypnotized) be able to fight back. May be done with conscious thoughts, memories, and emotions. However, as each mind is wired differently, Yujano is not guaranteed to understand the presented information (though considering Neuromagicka is his specialty, it is likely); if Hypnotized, the information is much easier to understand.

    • First Level : Connection {1} - As long as eye contact is maintained, Yujano can mentally speak to the target, and if they think clearly enough, the two can have a conversation.
      • Second Level : Subversion {1} - As long as eye contact is maintained, Yujano can lie or suggest ideas to the target on a conscious level, and the target will (at the very least) be subtly forced to consider the lies/thoughts seriously, even if only for a few seconds. The more convincing or believable the lies/thoughts are, and the weaker the target's mental fortitude, the more likely the suggestions are to be believed and, if they are, the longer they will last. If Hypnotized, all planted ideas/lies will be believed for a greatly-extended period of time, relatively speaking. Understandable lies can last for days unless dispelled earlier, while complete absurdities will still only last a fraction of that.

  • Nethermancy [Ability Tree] - Lost Dark Arts that act under completely different dogma than the Pentacle System (Essentially 'Darkness Magic').
    • Transference {1} - Yujano can manipulate life force and mana and transfer it to (or from) a target of his choice via touch.
    • Duskblade {1} - Yujano's chain becomes enveloped in an ominous purple aura, and upon contact, saps the opponent of some of his/her mana. If used at long range, he strikes the ground and an ethereal purple blade rises underneath the target.
    • Shadowblade {1} - Yujano's chain becomes enveloped in an ominous crimson aura, and upon contact, drains the opponent of some of his/her health. If used at long range, he strikes the ground and an ethereal crimson sword rises underneath the target.

  • Spit Venom [Racial Skill] - Yujano spits a potent venom with multiple effects. If it makes contact with flesh, it acts as an acid, causing burning pain; if it enters through the eyes, the target suffers Blindness and Poison for 3 turns. If, instead, it manages to enter the bloodstream (via an open wound, for instance), it goes through a more destructive process: immediately, the target is affected by Toxic (more potent than Poison), which lasts the duration of the remaining stages; if the target is not cleansed before his next turn, the venom attacks his nerves, causing a full-body Slow effect; if the target is not cleansed before the third turn, their limbs grow completely rigid via Petrification; and if, by the fourth turn, they are still not cured, then the rest of their body is Petrified, leaving them rigid until they are cleansed or until the venom wears off (at least until the end of battle). If ingested, the same effects occur as if it entered the blood stream, but they take twice as long for each stage to occur. He can also create an antidote.

  • Occlumens [Racial Passive] - As a gift of his race, and enhanced by his training in Legilimency, Yujano has the ultimate 'mental guard'. It is impossible to 'tell' that he is lying, and most (if not all) attempts at mental invasion and alteration are rebounded with ease. Mental ailments (such as, but not limited to, Silence, Confusion, Charm) have a lower chance of success against him. Consequently, however, physical ailments (such as, but not limited to, Poison, Cripple, Frost) have higher chance of success.
  • Pentacle's Birthright [World Passive] - On Tsuvryen, everyone is born with an inherent magical specialty, an inherent magical deficiency, and the ability to form special pacts with those of other specialties. Yujano's magical specialty is Neuromagicka, the magic of illusions and mind-targeting effects, and his magical deficiency is Æthermancy, Light-based restorative and supportive magic. He learns Neuromagicka spells and their upgrades at an accelerated pace, but learns Æthermancy incredibly slow. Casting Neuromagicka spells leaves no toll on him, letting him fully concentrate on other spells, but he receives half the benefit of normal restorative and supportive magicks (including spells such as Cure, Bravery, and Regen). Should others join his Pentacle, spells they cast on each other cost half as much.

Strengths: Magic | Strength | Dexterity
Weaknesses: Defense | Endurance

Personality: Yujano, as a person, can come off as a bit of a suspicious character- for good reason. He has a cold, silent exterior, made more suspicious by his secretive and methodical nature. Rarely does he reveal the aces up his sleeve unless they become absolutely necessary. Due to his upbringing in the political world, he is intelligent and equally calculating; with such a political lifestyle, however, he is also extremely manipulative, twisting and fabricating whatever he pleases without so much as a second thought.

However, he grew to loathe the politics, and as such, became a rebellious, selfish man. Arrogant and rake, he no longer thinks anything of ethics or the law, looking out only for himself and doing whatever it takes to make his own life better. He is greedy and power-hungry; he seeks the make his life one of riches, opulence, and excess.

Though capable of loyalty and compassion (in very, very low doses), the only people he'd ever felt for were the other members of his Pent; with the loss of Tsuvryen, they were scattered, and he has been 'freed' to serve only himself.

Likes: Freedom | Extravagance | Traveling | Manipulating | Getting what he wants | Soups | Fine Dining | Wine | Subterfuge
Dislikes: Caste systems | Staying in one place for too long | Salads | 'Common' Food and drink | Dull Architecture | Battle
Greatest Fear: Losing control of his mind

Family: Father (Status Unknown) | Mother (Status Unknown)
Acquaintances: The Sorceress - Willing 'Ally'

History: Yujano was born on the isolated continent of Ulodia on Tsuvryen to a wealthy political family. His mother was one of the few Occlustrel on the Ulodian High Council, and his father was a scholar and philosopher who spent his time teaching and studying. He lived a rather spoiled life, raised in a powerful and intelligent home by two over-ambitious parents who wanted the best of everything. He was taught various elementary basics, but what they really focused on were the psychological and sociological aspects of society--particularly, how to understand and manipulate the individual and the populace.

What they did not realize, however, was that their power-hungry attitudes did not simply pass on to their child; they were multiplied within him. He was greedy, envious, lustful, proud... and growing tired of rules that he didn't particularly feel fond of. So, he used his talents for himself, rather than the family--and once he'd taken what he felt was his birthright, he left to start a life of his own, apathetic over what might happen to his parents as a result.

Over time, he established a small, make-shift group of others like himself; a couple of them even joined his 'Pent', which made the travels interesting, if not also... annoying at times. Of course, when the world was Frozen, they were scattered, leaving Yujano free to travel of his own accord.

In his travels, Yujano sought out additional power; however, he cared not for ruling, or for dominion. His quest for strength was as simple as wanting to guarantee his survival and, in time, his opulence. At some point, he made contact with the Sorceress and established a truce of sorts--so long as he kept his freedom and control, he would never hinder her plans and would, should the time call for it, potentially aid her as well. He was a hesitant ally--he preferred keeping his distance from her domain as much as possible, but would sooner help her plans than lose his free will. His personal quest remains one of power--particularly, the legend of a porcelain mask said to hold immense power...
PostPosted: Sat Oct 06, 2012 7:48 am


Yujano is approved. He's a powerful character; you can consider him Boss status. Racial skills, passives, and world passives, are approved due to your activity in the role play.

Go kill someone. ^w^

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PostPosted: Sun Oct 07, 2012 12:51 pm


Powers for Joe due to D-Link/Driving with Kyle and Noelle

Holy Hammer: Joe quickly envelops his limb of choice(or weapon) in light, then strikes, causing Light elemental physical damage for that strike(can be used in rapid succession).

Bramble Blow: Joe quickly sprouts thorns from his limb of choice(or weapon), then strikes, causing Nature elemental physical damage for that strike(can be used in rapid succession).
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KHBTD : Kingdom Hearts Roleplaying and OoC

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