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Jeimuzu Kuro
Crew

PostPosted: Fri Dec 07, 2012 4:24 am


In need of some approvals I see. Dawn's new abilities look fine to me, as do Noelle's, not sure if I ever gave approval on them. Axel's new profile as well as Kyla's profile additions also look fine to me.
PostPosted: Mon Dec 10, 2012 10:43 pm


Dawn's abilities, Kyla's abilities, and Axel's profile approved. All posted, including Kyla's profile updates.

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PostPosted: Tue Apr 30, 2013 1:17 pm


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

Drain Drub: Joe quickly envelops his limb of choice(or weapon) in light, then strikes, causing Non-elemental physical damage for that strike, and absorbing a small portion of the damage as health and mana for himself(Lancet strike, can be used in rapid succession).

Flaming Fisticuffs: Joe quickly sprouts flames from his limb of choice(or weapon), then strikes, causing Fire elemental physical damage for that strike(Derived from Mathy's Flamethrower, can be used in rapid succession).

Also a new move for Joe calming down a bit to be leader.

Calming Breath: Joe takes a moment to calm himself physically and mentally, restoring a small amount of health and mana. (Self-Chakra, HP/MP heal).
PostPosted: Tue Apr 30, 2013 9:57 pm


POOF approved POOF approved POOF approved.

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PostPosted: Wed Jun 19, 2013 12:29 pm


So, totally forgot to post this one months ago...oops.

Canon/Monster Template
Name: Rufus Shinra
Gender: Male
Race: Human

Appearance: User Image
  • Height: 5'8"
  • Weight: 145 lbs
  • Body Type: Slim
  • Skin type: Fine
  • Eye Color: Blue
  • Hair Color: Blonde
  • Hair Style: Slicked back with loose bangs
  • Accessories: Black Tie
  • Unusual Markings: N/A
  • Clothing/Description: White Suit with black undershirt.



Good/Evil/Other: Corporate Businessman
Prominent Element: N/A
Weapon: Shotguns & Pistols
Job Class: President
Stats: Information Classified
  • Physical Strength: ???
  • Physical Resistance: ???
  • Magic Strength: ???
  • Magic Resistance: ???
  • Attack Speed: ???
  • Evasive Reflexes: ???
  • Outright Speed: ???
  • Endurance: ???
  • Energy: ???


Attack Abilities:
  • Name-
  • Name-
  • Name-

Support Abilities:
  • Dark Nation- Summons Rufus' guard hound, Dark Nation, a fearsome hybrid heartless-like creature developed by Shinra's R&D department.
  • Name-
  • Name-

Passive Abilities:
  • Commanding Presence- Being head of a world-wide corporation, it's only natural that Rufus has an air about him that is borderline oppressive. Rufus makes up for weakness in battle with an intimidating aura that lowers the aggressive inclinations of his enemies. (-1 Physical Strength or Magic Strength[Higher Stat Prioritized])
  • Powerful Leadership- As the Turk's boss, Rufus has the ability to strengthen his personal guard with new-found morale just by simply being present. Thus under his command, Turks are driven to act above and beyond their usual capabilities. (+1 TO TOP STAT OF ALL UNDERLINGS)

Limit Breaks:

Strengths: Strong-Willed, Driven, Intelligent, Clever, Commanding Presence, Powerful Leadership
Weaknesses: Strong-Willed, Little Physical Strength, Low Combat Capabilities

Sample Post:
Submitted a sample post a looong time ago... will re-post if necessary



And surprise!~ Applied for him before 3 years ago, now reapplying since I'm pretty sure the old application is no longer existent and outdated.

Canon/Monster Template
Name: Marluxia
Gender: Male
Race: Nobody

Appearance: User Image - Blocked by "Display Image" Settings. Click to show.
  • Height: 6'
  • Weight: 175lbs
  • Body Type: Thin Frame, Muscular
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Pink/Peach
  • Hair Style: Long, Wavy
  • Accessories: N/A
  • Unusual Markings: N/A
  • Clothing/Description: A tightly fit black leather cloak covered in various nobody emblems and belts.



Good/Evil/Other: Neutral Neutral
Prominent Element: Nature
Weapon: Scythe/ The Graceful Dahlia
Job Class: Assassin
Stats: 72
  • Physical Strength: 8
  • Physical Resistance: 6
  • Magic Strength: 8
  • Magic Resistance: 8
  • Attack Speed: 10
  • Evasive Reflexes: 8
  • Outright Speed: 10
  • Endurance: 6
  • Energy: 8


Attack Abilities:
  • Assassinate- Moving at blinding speeds, Marluxia is able to quickly close the gap between himself and a target and cleave them with his scythe. Has a 10% chance for an instant KO.
  • Scythe Raid- Marluxia throws his scythe. The scythe follows its target, repeatedly slashing them as it makes several passes before returning to its master.
  • Brier Patch- Spawns several black pits surrounded by thorny vines. These pits drain the life out of those inside while the thorns cause pain to those who pass through.
  • Thorn- Upon cutting the earth or any surface with the blade of the scythe, a spike of energy explodes from an adjacent surface along with a great amount of petals.
  • Floral Aero- Can create a violent, splitting gust of wind at a target location or around himself as a shield and spawning petals.
  • Floral Tornado- Creates a much larger gust, pulling targets to a location or himself, tearing at anyone in its grasp.
  • Floral Typhoon- Spawns several floral tornadoes across the battlefield, ripping and tearing all those caught in the crosswinds, both harming and limiting movement. Side effect: Slow
  • Rose Wave- An arc of pink energy is launched across the battlefield with a swing of the scythe, slicing through anything in its path and leaving behind a trail of petals.

Support Abilities:
  • Bloom- Causes all the petals in the air to simultaneously detonate damaging everyone within their proximity.
  • Florasynthesis- By absorbing the petals accumulated in the air, Marluxia is able to recover a portion of his expended energy and even some physical damage.
  • Camouflage- By creating a thick fog of illusory petals, Marluxia can blind his enemies to his location for a short duration.
  • Floral Clone- A clone of petals made to take 1 hit is created as a decoy, dispensing the petals into the air once hit.

Passive Abilities:
  • Petal Dance- Swings of the scythe and all spells release petals of pure energy into the air that serve varying purposes.
  • Name- Details

Limit Breaks: Bloom-Out - Marluxia transforms from the Graceful Assassin to an Angel of Death. Increasing all his stats by 2 and marking his targets with a number equal to their base endurance or magic defense stat, whichever is higher. Each hit from his scythe lowers that number by 1 until it reaches 0 and the target is instantly knocked out.

Strengths: Extremely fast attacks, Long Reach Strikes, Relatively Balanced Stats
Weaknesses: Not as resilient to physical blows

Sample Post:
The nobody stood there with a confident grin, his posture denoting a presence who demanded, no, commanded obedience. His massive blade slung effortlessly over his shoulder. His pink hair rested on his black cloak, an otherwise un-intimidating color, but with him it didn't make a difference, the chill up ones spine was inevitable. The emotionless killer in him shone through his deep blue eyes, betraying the ease at which he could take a life, a murderous intent with the skill to back it up. His voice, shockingly deep echoed across the white halls to his would-be assassin as he chuckled, amateur. The Fury of Dancing Flames had nothing on his prowess in silent kills, nor his skill with his scythe, it would be an easy win. He wielded energies of life itself in his hands, taking it was his specialty, however, he knew wasting time on Axel would be a waste of energy, so, he'd have someone else do it. He had other plans, bigger plans. If pride was his sin, then ambition was his virtue.
PostPosted: Wed Jun 19, 2013 4:12 pm


@Rufus:

Stats need to be sent to us before approval.

Give appropriate information on Dark Nation, including abilities and statistics.

Powerful Leadership--Probably going to limit it to +1 instead of +2, as has been the standard of discussion for awhile. Other mods can give input on the idea.

Otherwise, preliminary look over is good.

@Marluxia:

Element is either Nature or Poison--Nature because that's what it "says", but you could argue either way with our elemental system and the way his moves work.

If he's level 4, he should have 72 stats. They're always in multiples of 9 unless passives/limits increase them, and I see no such passive/limit.

Everything else seems okay on the preliminary look over, though the picture's wings are a peculiar addition for normal wear--I'm assuming fanart? xD

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PostPosted: Wed Jun 19, 2013 4:50 pm


Edited
PostPosted: Wed Jun 19, 2013 6:15 pm


Marluxia is looking good for me, except...well, personally, I'd say he was nature, though, considering all the abilities you listed are nature based, with some wind, but a lack of poison abilities.

Rufus...well, you changed powerful leadership, so that's a plus. However still haven't received his stats. Also Dark Nation still has not been touched upon just quite yet.

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PostPosted: Wed Jun 19, 2013 6:27 pm


After talking it over with some of the mods, I'm actually in a position to agree with Joe. The Doom/Death abilities could come from his class, Assassin, but his elemental abilities still do pretty much scream Nature, with the flowers, the petals, et cetera.

And thinking about our conversation before, that seems to fit with your original theme, too. You originally had the "Life" element--because not only was he big on taking life, but he did have the nature abilities. Going with the Nature element would make quite a lot of sense for the Graceful Assassin--so in touch with Nature, so knowledgeable about life that he knows the precise, graceful way to take it.
PostPosted: Wed Jun 26, 2013 1:33 pm


Canon/Monster Template
Name: Dark Nation
Gender: N/A
Race: Hybrid

Appearance: User Image
  • Height: 4 ft(on all fours)
  • Weight: 150
  • Body Type: Animal/Monstrous
  • Skin type: Black, silky
  • Eye Color: Yellow
  • Hair Color: Black
  • Hair Style: Smooth
  • Accessories: -
  • Unusual Markings: -
  • Clothing/Description: Four legged dog-like creature with a tail-like appendage stemming from the back of the neck.



Good/Evil/Other: Neutral
Prominent Element: Non-Elemental
Weapon: Teeth and Claws
Job Class: Beast

Stats: 72
  • Physical Strength: 10
  • Physical Resistance: 8
  • Magic Strength: 6
  • Magic Resistance: 10
  • Attack Speed: 10
  • Evasive Reflexes: 8
  • Outright Speed: 10
  • Endurance: 5
  • Energy:5


Attack Abilities:
Support Abilities:
  • Protect- Increases Ally Physical Defense
  • Shell- Increases Ally Magic Defense

Passive Abilities:
  • Trained Hunter- Negates presence masking techniques in terms of detection. Dark nation is capable of spotting cloaked or camouflaged presences and attack them as though they were visible.
  • Pack Mentality- Boosts endurance by 1 when fighting with a group.

Limit Breaks:
Call of the Pack - Calls in a pack of 3 dark nations, each half the level of the caster before it dies. ((Can be canceled with One-Hit KO spells and abilities))

Strengths: Fast and Agile, Great teamwork in groups
Weaknesses: Low tolerance to damage, low capabilities alone


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PostPosted: Sun Jul 07, 2013 12:51 pm


All three profiles are approved, by myself and Aldrick, under the assumption that Pack Mentality's wording is accurate (fighting with a group defined as fighting alongside more than one person).
PostPosted: Mon Jul 22, 2013 10:22 pm


Its been quite a work in progress and several drafts in the making, but here is, without further adieu, my HA Earthling profile.

Earthling Template
Name: Joe
Birthdate: January 20th 1993
Gender: Male

Appearance:
  • Height: 6’3
  • Weight: 185 lbs
  • Body Type: Broad shouldered
  • Skin type: Pale
  • Eye Color: Dark Blue
  • Hair Color: Reddish blond
  • Hair Style: Short.
  • Accessories: Glasses for nearsightedness
  • Unusual Markings: Several surgery scars on his left hand, one long scar down his left leg.
  • Clothing:
    • Pre-Dress Sphere: Black pants with white stripe, going down, Blue and grey shoes, light blue shirt, pair of blue and grey gloves, white plastron, dirt covered white fencing jacket, white fencing helmet.

    • Post Dress Sphere: Joe wears a dark blue, short sleeved shirt underneath an asymmetrical white jacket and plastron along with a pair of dark blue gloves. On his lower half he wear slim black pants with suspenders, black socks, and dark grey shoes with a dark blue stripe. The slim jacket and pants have chunks of silver colored chainmail sewn onto them. He also has a fencing helmet that he can summon and dismiss to his head at will. (Note: See the guy on the right side of this image for an idea of what I'm going for.


Theme Song(s):


Significant Trait: Pensive
Quotes:
  • “Well, that sounds like a great idea, but can it work.”
  • “I need caffeine.”
  • "Yeah but what about this…”
  • “I wonder…”


Good/Evil/Other: Good
Element: Space
Weapon: Backsword- Cosmic Fugue
Job Class: Grey Knight/ Space Mage
Stats:
  • Physical Strength: 9
  • Physical Resistance: 10
  • Magic Strength: 12 [11+1]
  • Magic Resistance: 12 [11+1]
  • Action Speed: 5
  • Evasive Reflexes: 4
  • Outright Speed: 5
  • Endurance: 8
  • Energy: 9


Attack Abilities:
  • Sword Techs - Abilities related to Joe’s usage of Cosmic Fugue. Typically, these abilities from his training in fencing back on Earth
    • Pommel Strike - Joe gets in close and bashes the opponent with a quick strike with the hilt of his sword. The attack is too quick to do any lasting damage, but it can daze the opponent.
    • Ballestra- Joe jumps forward and thrusts his blade out in an explosive lunge
    • Cut and Thrust - Joe unleashes a combo of 6 strikes that alternate between quick cuts with the edges of his sword and more damaging stabs aimed at vital points on his opponents body
    • Battuta- Joe aims an attack at his opponents weapon for the purpose of knocking it aside.
    • Critical Riposte - Joe parry’s a physical attack with his blade and strikes at his off kilter opponent, dealing 1.5x extra damage.
    • Sonic Fleche- Joe charges quickly at his opponent, putting the full momentum of his body into a single, powerful strike
    • Diamondback - Joe stabs at his opponent’s legs. Has a chance of causing the opponent to loose balance and can inflict the cripple status.
    • Sword Rain- Joe stabs at his opponent in rapid succession, dealing a series of light thrusts to the opponent.


  • Grey Mist Arts - Abilities related to Joe’s Grey Knight class
    • Rasp – Joe summons an anti-magic phantom that charges his target and deal’s a small chunk of MP damage on contact.
    • Raspara - A more powerful version of the Rasp spell that summons a large anti-magic phantom to deal a large amount of MP damage.
    • Raspaga - An more powerful, widespread version of the Rasp spell that summons a wave of anti magic phantoms to seeks out opponents and deal a moderate amount of MP damage.
    • Raspaja - The most powerful version of the Rasp spell, an improved Raspara. Summons a wave of large anti-magic phantoms that seek out opponents and deal an extreme amount of MP damage on contact
    • Spirit Rend - Joe charges his fist with anti-magic energy and punches his opponent, dealing a small amount of MP damage.
    • Spirit Reave - A more powerful version of Spirit Rend that deals more damage and knocks the enemy back.
    • Soul Sphere - Joe Unleashes a wave of anti-magical energy in a circle around him that deals mp damage to all enemies caught within it.
    • Soul Vortex- A more powerful version of Soul Sphere that has a wider range, deal’s more MP damage, and lasts longer.
    • Mana Void- Joe summons a vortex of energy around the opponent that does damage based on the amount of energy the target currently has compared to the overall total, with more damage being dealt the greater the distance is between the two.
    • Resolute Smite- Joe charges his blade with anti magical energy and strikes out at the opponent, dealing damage and breaking down the enemy’s magical resilience via Deshell.
    • Bar-Heal- Joe fires a ray from his hands that afflicts those struck with negative energy, halving all healing on them (Cure -> 1/2 Cure, Cura -> Cure, et cetera).
    • Siphon - Joe fires a ray that drains MP from the target and into himself
    • Veil of Silence - Joe summons a cloud of mist over a single opponent that has a chance of causing the Silence status.
    • Mist of the Silent - Joe summons up a blast of anti-magical energy in mist form in an area of effect around him, causing Silence on those caught within the blast radius.
    • Shield Crusher - Joe charges his weapon with anti-magical energy and strikes at the opponent, causing the Deprotect status on impact.
    • Tranquil Walk of Peace - Joe summons a ring of energy around him that spreads outward, Slowing opponents caught in the blast radius
    • Fog of Forgetfulness - Joe summons a swirling mist around him that deals the Addle status effect to all enemies caught within the area of effect.
    • Life Break - Channeling mystic energy through his body, Joe fires off a crescent wave of energy that deals more damage the lower his hit points are.


  • Space Magic - Atomos grants Joe access to an array of space magic. Most Gravity-based spells require a status roll.
    • Gravity - Enables Joe to alter space and create an ultra high-density space. This causes damage proportional to an enemy's HP due to the pull of gravity [1/4] as well as impeding movement. This and the other three forms require a roll.
    • Gravira- More powerful form of Gravity. Uses more mana than Gravity. Causes damage proportional to an enemy's HP. [1/2]
    • Graviga- More wide-spread form of Gravity. Uses more mana than Gravira. Summons a wave of Gravity balls, all of which cause damage proportionate to the enemy's HP. [1/4]
    • Gravija - More powerful form of Graviga. Require more mana than Graviga to summon a wave of larger Gravira balls, all of which do damage proportionate to the enemy's HP. [1/2]
    • Zero Gravity/Gravira/Graviga/Gravija- Joe emits a circular field of gravitational energy that causes objects and weaker opponents alike to lose their gravitational pull, rendering them helpless as they float through the air. Opponents under the effects of the spell are doubly susceptible to the Confusion status effect. The field and duration increase with each level up [2/3/4/5]. Sentient people caught within the field take immediate damage instead, according to level.
    • Singularity- Joe creates a point of high density space that naturally draws in enemies and damages them on contact
    • Singulariga- A more powerful version of singularity that has a wider area of effect, stronger draw, and does more damage
    • Throw - Uses gravity to hurl an opponent in a single direction at high velocity.
    • Psychokinesis -Joe has refined his control of gravity to the point where he is able to able to manipulate objects as though he was telekinetic.
    • Negative Bomb - Creates a small sphere of distorted space near the enemy, which then explodes, deals damage to all enemies in the blast radius
    • Negative Zone – Creates a small area of distorted space that damages all enemies within it over time until they escape it.
    • Negative Gate -Summons a swirling mass of distortion energy in an area that deals a moderate amount of damage to all enemies caught within it until they can escape it.
    • Gravity Well - Creates a high density point on the battlefield that tries to draw in and crush enemies, dealing a large amount of damage upon drawing enemies in.
    • Gravity Bind - Utilizing the targets own gravitational field, Joe binds an opponent to a specific location, prohibiting them from moving via Immobilize/Cripple. Other actions, such as spellcasting, can still be taken. Lasts 3 turns.
    • Comet - Summons a comet to strike at the opponent
    • Comet Burst - Joe summons a cluster of smaller comets out of his weapon in a shotgun like spread
    • Comet Frenzy - Joe swirls his weapon in front of him and summons a large wave of comets that fire out in all directions
    • Meteor - Joe fires off a single meteor at his opponent
    • Meteor Storm- Joe summons a shower of meteors on to the battlefield. The size, strength and number of the meteors depend on Joe’s mana.
    • Bleed- Joe temporarily distorts the point in space that his target resides in, dealing the Sap status effect
    • Tear - Joe rips open the fabric of space and sends enemies hurling into the void. Against sentient people, instead acts as a chance for Auto-KO by SCA--sudden cosmic arrest.
    • Transcendence - Joe’s most powerful spell, in which he summons a field of gravitational energy that immobilizes all enemies caught within it. This field then explodes outward into a chaotic storm of gravitational and cosmic forces that tosses and slams all enemies caught within it until it subsides. Requires a charge up.


  • Cosmic Force- Abilities that combine Joe’s sword techniques and his magical abilities.
    • Gravity Raid- Joe Hurls his gravity imbued blade at his opponent, dealing both physical and space element damage
    • G-Impact - Joe hops into the air and then uses gravity magic to increase the density of himself and his blade, bringing a double damage thrust down on to his target
    • G-Fissure- Joe thrusts his blade into the ground, sending out a shockwave of cosmic energy along the ground towards his opponent.
    • Spiral Arm- Joe swings his blade above his head rapidly and charges it with cosmic energy, which he then fires off in a ring around him, damaging surrounding enemies.
    • Crush Fist- Joe charges his fist with gravity magic and punches his opponent, dealing a quick, solid blow to the opponent.
    • Crush Dance - Joe charges his blade with gravity and goes into a vicious seven blow combo where each strike deals 1.5x normal damage, ending with Joe leaping into the air and throwing his blade at the ground, where the energy stored up in the mace explodes out in a dome of gravitational energy. Requires a charge up.



Support Abilities:
  • Sword Techs
    • Sforzo- Joe catches his opponent’s weapon in a parry and then twists it from their grip, disarming them.


  • Grey Mist Arts-
    • Shell/Shellera/Shellega/Shelleja- Joe envelopes his target in a protective aura that that increases Magic Defense by 4/6/8/10.
    • Fog of War- Joe summon a mist that enchants his target with the Bravery status effect, increasing their Physical Strength and Physical Resistance by 1.5x.
    • Mist of Mana- Joe summons a mist that enchants his target with the Faith status effect, increasing their Increases Magic Strength and Magic Resistance by 1.5x.
    • Mist Winds- Joe summons a mist that enchants his target with the Haste status effect, increasing their Outright Speed and Action Speed by 1.5x.
    • Astra/Astrega- Joe conjures up a mist that enchants his target with the Veil status effect, temporarily halving the chances of status ailments succeeding against the target, and negating the first successful ailment (which also ends the enchantment prematurely). At its upgraded stage, the spell covers an area of effect and enchants multiple allies.


  • Space Magic-
    • Float- Joe can enchant himself and others to float above the ground at a predetermined height, granting him an immunity to ground based attacks and an increase in evasion.
    • Floataga An upgrade of Float that target’s multiple allies in an area of effect.
    • Reflect- Joe creates a momentary barrier of distorted space that reflects physical and magical attacks back at his opponents. The barrier only lasts a short moment, and absorbs any attacks equal or less than 1.5x his MS (individually) before sending them back at the target when the barrier erupts. If an attack greater than 1.5x his MS strikes, the barrier shatters, negating some of the damage to Joe but reflecting none of it.
    • Spider Walk - Joe enchants a target with cosmic magic that allows them to walk on walls and ceilings for a brief period of time.
    • Vanish- Joe can become invisible by distorting the space around him. The enchantment lasts for a maximum of three turns
    • Dimension Shift - The rules of space bend around Joe making it harder for attacks to hit him via the Blink status. Can be cast on his teammates.
    • En-Space- Joe charges his weapon or an allies with the space element.
    • Null-Space- Joe can extend his immunity to the space element to others, granting an immunity to a single space magic attack
    • Space Walker- Upon reaching level 3 and upon each subsequent level, Joe gains access to more advanced movement skills that utilize his gravity magic.
      • Level 3: High Jump - Joe can now jump twice as high and twice as far as a normal human.
      • Level 4: Moon Jump- Joe can now jump while in midair
      • Level 5: Glide - Joe can utilize his gravity magic to fly short distances
      • Level 6: Warp Glide- Joe's mastery of Gravity magic now allows him to fly for longer distances at faster speeds.

    • Warp- Joe utilizes space magic to teleport to any area within his range of sight. The longer away the distance in question is, the more magic this spell takes out of him.


Passive Abilities:

  • Mana Shield- Joe's connection to magical energies make him immune to deshell and silence


Limit Breaks:
  • [Level 1] Graviton Blade- Joe overloads Cosmic Fugue with energy, transforming it into a much longer, more powerful blade. In addition to the added reach and space elemental damage, the cosmic energies flow through Joe, giving him a +2 boost to PS, AS, and OS. Lasts three turns.
  • [Level 2] Great Sloan Wall - Joe summons twelve spheres of cosmic energy around him in a circle. Each of these spheres acts as an individual reflect spell, but unlike the reflect spell, these spheres can be targeted at any direction on the battlefield and can be combined with each other to produce combinational effects (Such as multiple status effects, damage types or buffs).For example, two of the spheres could absorb a fire spell and a poison spell and combine them into a blast that deals both fire damage and causes poison. The maximum amount of combinational effects that can be stacked is three. The spheres fade after three turns.
  • [Level 3] Sentinel of the Starry Skies - Joe’s connection with Atomos grants him a permanent plus one increase to his Magic Resistance.
  • [Level 4] Wisdom of the Far Realm - Joe’s connection with Atomos has enhanced his magical abilities, permanently granting him a plus one bonus to his Magical Strength.
  • [Level 5] Eyes of the Beyond - Joe summons what appear to be dozens of tiny “stars” around the battlefield. These stars are in fact miniature portals to the void that begin to rapidly travel in every direction across the battlefield, damaging both the opponents HP and MP on contact. On each successful hit, the opponent must roll a save against one of the following random status effects: Blind, Silence, Confusion, Addle, Deprotect, Deshell, and Reversal
  • [Level 6] Big Bang - Joe launches a single, small point of energy above the battlefield. Upon his command the point explodes outward in a colossal sphere of cosmic energy and gravitational force, dealing extremely high damage to all enemies on the battlefield while buffing all allies caught within the blast radius with the float and barrier spells.


Drive Form(s):

Strengths: Physical and Magical Defense and Strength, Endurance, Area of Effect techniques and spells.
Weaknesses: No way to heal himself, Evasion and Outright Speed, can doubt himself at the worst time.
  • Fire - No change
  • Ice - HALVED 1/2
  • Thunder - No change
  • Wind - No change
  • Water - No change
  • Earth - No change
  • Nature - No change
  • Poison - No change
  • Space - IMMUNE
  • Time - DOUBLED 2X
  • Light - No change
  • Darkness - No change


Personality: Joe is a fairly straight example of an INTJ or “strategist” personality. Logical, analytical, and forward minded, he tends to approach issues within his areas of expertise with an extreme level of self confidence and a fairly high intelligence. While he does view himself as a good leader-type, he prefers to stay in the background or in advisory roles until he feels there is no other choice (or the current leadership is, in his eyes, incompetent.). He also tend to be a fairly hard worker if put to a task, though he will be very reluctant if the task isn’t up to his interests.

Being a goal-oriented type of guy, Joe has a very pragmatic view of authority. Not the type of person to be taken up by slogans, titles, or other shows of power he considers meaningless, he will none the less follow someone if they agree with his views or are competent in his eyes. He isn’t particularly keen on being deliberately coursed or belittled, but as long as he is treated with respect, he’ll return it in kind, even if it is in his own special way.

Joe is also a very quiet person. He doesn’t talk much, if at all with people he’s unfamiliar with and even after “opening up” to someone he prefers to listen and let them do most of the talking. This is both due to his introverted nature (interacting with others just plain wears him down after a while) and due to the fact that he’s just shy in general. He’s also keen on being given personal space and gets extremely irritable when he feels that space isn’t being respected. These things give off an impression that Joe is cold, dull, and emotionless, when in reality he’s just bad at open displays of affection.

He’s incredibly curious and loves the ideas of travel, acquiring new knowledge, and exploration. This has contributed to making him a very well read “fact man”, who loves to share bits of his knowledge with others when given an opportunity, whether they like it or not. This also backfires on him when he winds up making a social faux pass or just lets his curiosity turn into outright nosiness.

He can work well under pressure, or at least put on a good face on the outside. On the inside he tends to go over the various ways something could go wrong so many times that it can cause him to over think a situation. He will especially become critical of himself if he fails at something

He has a very dry and sarcastic sense of humor, bordering on black at times. He loves to openly mock situations he considers illogical, absurd, or just plain stupid. He particularly likes to turn this wit on people who he views as overly egotistical or who have angered him in some way. He’ll turn it on his friends as well, though not to the point where he feels he has stepped a line and hurt their feelings. He also tends to lose his sense of humor in most case when things get truly serious.

Behind the quiet nature, sarcasm, and logical outlook, Joe truly does care about others and is really empathetic. He tries his best, in his own gruff, caustic way, to improve people’s lives when he can and is very protective and loyal to the people he does care about. He’ll tend to be the first to try and comfort someone, awkward or no, when they’re visibly distressed, and if a friend of his is in trouble or needs help, he’ll be one of the first to try and help.

Joe’s worst qualities tend to be caused by the disagreeable side of his personality. He always strives to be the best, and this can make him competitive even when there is no reason for him to be. He’s also just plain stubborn and argumentative about his views, to the point that he can grate on or offend people who are closest to him. Additionally, Joe also can lose his temper over a number of things, including people not listening to him, people acting “immature” in situations he’s treating seriously (He doesn’t suffer fools gladly), or people just plain pushing his buttons the wrong way. When Joe loses it, he can be very hard to bring back to a state of calm, and will frequently lose his ability to think things through. On top of all this, he does not appreciate being betrayed or manipulated, and will frequently lash out mercilessly at those he believes have wronged him.

His biggest fear is rejection, whether by his family, peers, or the world in general. Joe wants to be appreciated for who he is and make something of himself, and the idea of him failing to the point that others reject and abandon him can keep him up at night.

Overall, Joe is a complex person to get to know. He can be funny and solemn, stoic and wrathful, coldly pragmatic yet kind, the lists can go on for ages. The only way you can ever find out what he’s really like is to try and talk with him. You might find something interesting.

Flaws:
  • Addict (Caffeine)
  • Blunt
  • Impatient
  • Judgmental
  • Nervous
  • Overambitious
  • Perfectionist
  • Sarcastic
  • Skeptic
  • Smart a**
  • Solemn
  • Timid
  • Withdrawn


Likes: Reading, Writing, Caffeine, People who give him his space, meats (especially steak), video games, politics, astronomy, history, sociology, dogs, limes, and mint
Dislikes: Hypocrisy, cruelty, bullies, willful ignorance, fish, failure, being locked out of the loop, immaturity in serious situations
Fears: Being rejected, absolute loneliness, failure.

Family: Father, Mother (who he is very close to), Brother (who he is very protective of), Sister, and many other relatives (All lost)

Bio:

Summon: Atomos
Summon Appearance:
Summon Personality: Atomos is an arrogant, sarcastic, condescending, megalomaniacal, hyper-destructive, egocentric jerk. In fact, the only things that keep him remotely on the side of the angels are his sense of loyalty to Joe and the fact that he has a bizarre sense of noblesse oblige towards the rest of existence, who he views as peons worthy of his magnificent presence. He’s not exactly completely together in the head either, and his bizarre proclamations and leaps in logic could try the patience of a brick wall.
Sample Post:


At level four, Joe does not have access to the following abilities:

  • Raspja
  • Soul Vortex[/b
  • Life Break
  • Gravija
  • Gravity Well
  • Meteor Storm
  • Transcendence
  • Comet Frenzy
  • Psychokinesis
  • Dimension Shift
  • Astrega
  • Warp
  • Shelleja
  • G-Fissure
  • Crush Dance


As an additional side note, the "Grey Knight" class I have made is in essence an expanded version of the Templar class from the Final Fantasy Tactics games. You can learn about the class and where I drew most of its abilities from here..

Gentleman Knives


AldrickZearse
Vice Captain

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PostPosted: Tue Jul 23, 2013 1:29 am


Alrighty! Just a few questions about your profile, mmkay? biggrin

Rasp(family): You mention summoning 'phantoms'...are they just kind of like...energy blasts shaped like ghosts, or...what exactly?

Null Heal: That's...iffy for me. Shutting off healing, while handy, is...pretty powerful. You also didn't exactly list off how much time they would be without the effects of healing. Personally I'd rather that one go away, but I'd like more mod opinions on that one.

Zero Gravity/Graviga: This one is...I know where it comes from. I'm not the biggest fan of it affecting 'sentient people' though. Mainly cause in the games, bosses and the such would just take some damage from it but not be rendered helpless. I could see perhaps heartless and the such being helpless for 2/3(ty/ga), but not people, who would just end up taking some flat gravity-elemental damage.

Transcendence: I can see a use for this, a super spell that isn't a limit. However I think it should come with a needing charge time of 1-2 posts to cast.

Crush Dance: See Transcendence, needing a 1-2 posts to charge.

War Cry/Magna Charge/Mist Winds/Astra: I don't have an issue with the abilities themselves, just...curious as to the names. Astra and Mist Winds seem fine for summoning mist...Magna Charge I could kind of see I guess...but War Cry kind of doesn't really fit, you know?

Floataga: I think this should be dropped. You already have access to float and haste, after all.

Mana Shield/Distorting Presence: It took me a while to figure out what about these passives bothered me. They, while unique and quite nifty, seem almost...useless. Distorting presence because of what I listed in Zero Gravity(thus making it a bit...moot, even more so), Mana Shield because...very few people can actually MP drain/damage. While you're focused on it, there's about...not that many that would actually cause you to be affected. I don't mind you keeping them if you want, but there's definitely potential for something...what I feel would be more useful, you know?
PostPosted: Tue Jul 23, 2013 6:45 am


AldrickZearse
Alrighty! Just a few questions about your profile, mmkay? biggrin

Rasp(family): You mention summoning 'phantoms'...are they just kind of like...energy blasts shaped like ghosts, or...what exactly?

Null Heal: That's...iffy for me. Shutting off healing, while handy, is...pretty powerful. You also didn't exactly list off how much time they would be without the effects of healing. Personally I'd rather that one go away, but I'd like more mod opinions on that one.

Zero Gravity/Graviga: This one is...I know where it comes from. I'm not the biggest fan of it affecting 'sentient people' though. Mainly cause in the games, bosses and the such would just take some damage from it but not be rendered helpless. I could see perhaps heartless and the such being helpless for 2/3(ty/ga), but not people, who would just end up taking some flat gravity-elemental damage.

Transcendence: I can see a use for this, a super spell that isn't a limit. However I think it should come with a needing charge time of 1-2 posts to cast.

Crush Dance: See Transcendence, needing a 1-2 posts to charge.

War Cry/Magna Charge/Mist Winds/Astra: I don't have an issue with the abilities themselves, just...curious as to the names. Astra and Mist Winds seem fine for summoning mist...Magna Charge I could kind of see I guess...but War Cry kind of doesn't really fit, you know?

Floataga: I think this should be dropped. You already have access to float and haste, after all.

Mana Shield/Distorting Presence: It took me a while to figure out what about these passives bothered me. They, while unique and quite nifty, seem almost...useless. Distorting presence because of what I listed in Zero Gravity(thus making it a bit...moot, even more so), Mana Shield because...very few people can actually MP drain/damage. While you're focused on it, there's about...not that many that would actually cause you to be affected. I don't mind you keeping them if you want, but there's definitely potential for something...what I feel would be more useful, you know?


Rasp: Yeah, its just a fancy way of saying "energy blasts that seek out opponents.

Null-Heal: Figured it would last the same amount of time as a normal status ailment. I'll wait for more mod opinion before a decision.

Z-Grav: Could see it that way, but I know Kyle didn't seem to have a problem with the spells affecting sentient people, so I'll wait for more people to weigh in. For comparison, how does Jenny's version of the spell work? If her's is like what you say I'll change it.

Transcendence/Crush Dance: I don't have much of an issue here. Since they're supermoves designed to be more powerful, a charge time makes sense.

War Cry: The name is taken verbatim from a skill from the Templar class. I can change the name to something like "Fog of War" if it's enough of an issue.

Floataga: Fair enough.

Passives: Didn't look at it that way honestly. I guess I was so focused on making my passives not rip offs of everyone else that I didn't make them usefull enough.

I could expand mana shield to include immunity to anything that lowers his magic resistance. It fits his role as an anti magic tank.

As for DP, I'll wait for more weigh ins. I truthfully might scrap this one and replace it with something else entirely, but I don't have a good idea of what that might be.

Gentleman Knives


fractalJester
Captain

Omnipresent Seeker

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PostPosted: Tue Jul 23, 2013 2:46 pm


Typing from phone, so hopefully this works out... XD

--Null-Heal : I don't have a problem with the idea, but I understand that it might be too much. Perhaps instead Bar-Heal? Half the effect of all healing, lower it one or two level (Curaga->Cura or Cure, for example). I dunno how you and the other mods would want to work it, just an idea.

--Z-Grav : I can understand Joe's point. To be honest, we don't know how Jenny's would work--she hasn't used it yet. If anything, you're providing the precedent, and keeping some balance in mind, Joe has a good point. To your benefit, going with flat damage against a person could be big at higher levels.

--War Cry/Magna Charge : They aren't so much "issues" as headscratchers. You can name your skills whatever you want, which is why it's a little odd to call a skill a shout but then say you're calling mist. It's up to you how you want to work it, really.

--DP : Talking about DP, if you did get rid of it, you could easily turn the Z-Grav family into your basic four/five spell tree. Ty for 2, Ra for 3, Ga for 4, Ja for 5. Honestly, that's a lot in RP time as is. You could even include Za, which in DDD is a sort of Z-Grav + Singularity. Just things to consider.

Sorry these ideas didn't come sooner, I was in "approval" mode, not "suggestion" mode xD And as far as passives go, they don't need to be approved immediately, so you've got time to think it over until you're sure :3
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