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ShadeKyubi

Feral Shapeshifter

12,925 Points
  • Gender Swap 100
  • Team Jacob 100
  • Jack-pot 100
PostPosted: Wed Jan 21, 2015 7:04 am


fractalJester
Post looks good. Though, from writer to writer, I have a friendly piece of advice: avoid overuse of the semi-colon. It's true that they're used to combine two or more sentences, but the general 'requirement' is that the two sentences are so alike that, if cut down or worded slightly differently, they could be a single sentence. Using them too often has a tendency to weaken each sentence piece individually, one of the few cases in which the whole is actually weaker than the sum of its parts.

As for the resurrection... I'll be honest, it's one of the reasons it's taken me so long to reply. What's stopping him from just walking into a graveyard and resurrecting everyone that's died in the past couple hundred years?

Still, the purpose of the roleplay was that most everything is fair game, so I'll probably allow it. But it will need some sort of... provision. See, automatically killing someone counts as GMing, and if it's done against their will, it's against the rules. But that has a reverse side: if a writer was okay with their character dying, and even in fact wanted that character to die, then this so-far-flawless ability to resurrect goes against the writer's will--making it another, admittedly rare, form of GMing.

So, like I said, it will need some sort of condition or conditions. Maybe something to do with fate, ie 'only works if it wasn't that person's time to die'? I'm open to ideas.


aye I forgot about limiting that
The basic conditions that apply to any resurrection might be enough
1: someone involved in the casting must know the soul well
2: the soul must be willing to come back
3: The cause of death must be of something other than old age
4: The soul that comes back might be the wrong one
Other possible conditions of lower level res magic:
1:that it must be cast within a certain time of death [10 mins at the lowest level] as the longer the being has been dead the harder it is to call back
2: The caster must have a fragment or 51%+ of the corpse [depending on the level of the magic]

The fate thing can interfere at any time regardless of magic level

how are those? [will edit in exact details for Kauze's version later as I haven't been up long at this time]

EDIT: Put limits on it
PostPosted: Wed Jan 21, 2015 7:55 pm


New Generation Template 
Name: Chibi
Aliases: 
Species: Gran Pulse Chocobo
Homeworld: Destiny Islands [Consumed] 
Age: 4
Gender: Male 

Appearance:
  • Height: 10’ 5”
  • Weight: 434 lbs.
  • Body Type: Built for speed
  • Plumage Color: Yellow
  • Accessories: A necklace with the brand logo for Kupo Ranch carved into it. It used to belong to Myrrh, Ciel’s old Chocobo.
  • Unusual Markings: Like most chocobos, Chibi emanates that distinctly chocobo smell. Being fed with only fresh gysahl greens, like the other Chocobos raised on the Kupo Ranch, has diminished the stench by up to three quarters, but it still lingers.
  • Clothing / Description: Standard harness. Well-worn but also well-kept.
 
Theme Song(s): 
 

Significant Trait: Rambunctious
Quotes:
  • “Kweh!”
  • *Bites offender’s head*
  • *Choco-puppy eyes*
  • *Stomps with a talon until he gets his way*
 

Good/Evil/Other: True Neutral
Element: n/a
Weapon: n/a
Job Class: Chocobo

Commands:
  • Chocobo Dash- The chocobo puts on a massive burst of speed, nearly guaranteeing an escape from battle, or at least knocking away whoever is in the chocobo’s way. With the speed from the dash, the chocobo can momentarily run along water or up walls.
  • Chocobo Kick- The chocobo imbues its talons with energy and lands a kick, whether it’s by leaping into the air and landing on the opponent or through any other means. Deals non-elemental, low-powered magic damage.
  • Choco Meteor- The chocobo imbues its talons with energy and lands a kick, whether it’s by leaping into the air and landing on the opponent or through any other means. Deals non-elemental, high-powered, aoe magic damage.
  • Beak- The chocobo attacks with its beak. Deals physical damage of varying degrees of power.
  • Confuse- The chocobo screeches, inflicting the confusion status effect on the targets. Confusion baffles the target’s mind. The target cannot think straight whatsoever and attacks at random, be it friend, foe, or himself/herself. Can only be cured by being physically struck. Those hit by Confuse have multiple chocobos flying around their head.
  • Name- Details
 
Supports:
  • Fleet of Foot- Chocobos are known for their swift footspeed and can easily run at speeds over 20 mph. 
  • Swim- Careful breeding and training has given this chocobo the ability to swim.
  • Fly- Careful breeding and training has given this chocobo the ability to fly when it is not carrying a rider. While carrying a rider, the chocobo is instead capable of gliding short distances and powerful leaps that can scale high cliffs and cross large gaps.
 

Limit Breaks:
  • Super Chocobo Dash - The chocobo dashes so fast, it makes “Sonic look like a piece of s**t”. -Nick, the one we all hate
 

Strengths: 
  • Speed: Fast and strong with stamina and versatility to match, Chibi is a well-balanced Chocobo. He’s been bred for speed and loyalty, but don’t let that fool you into doubting his power or intelligence.
Weaknesses: 
  • Difficulty: Chibi is a hard chocobo to ride, not being the most docile of mounts. His attacks, which can often become amazingly acrobatic feats, show little concern for his rider and his speed has been known to strip unexperienced riders clean off his back. Barring his riding difficulty, Chibi also leaves behind a distinct scent trail that anyone with a sensitive nose can easily pick up on.


Personality: 
    Chibi likes to get his way and isn’t afraid to complain when he doesn’t like a particular outcome. However, when he does like how something has turned out, he’s been known to exuberantly display his joy, often in a hopping dance that Ciel has dubbed the “happy dance.” Chibi has learned that his first resort when something doesn’t go his way is his “choco-puppy eyes,” where he lowers his head to below the target’s and looks up at them with the biggest, roundest eyes he can muster. When that doesn’t work, he resorts to increasingly more forceful methods. Those who have consistently annoyed Chibi will often get a rough bite to their head as a greeting from him. There are also those Chibi just instinctively doesn’t like, and they’ll also get a bite to their head as a form of greeting. It doesn’t mean that they’re bad people. It just means Chibi will skip right to the bite. People who also make Chibi think of greens (the food) also receive the same treatment but more because they remind him of food than because of any particular dislike. On the up-side for these people, Chibi is quick to make friends with them even while biting them.
Flaws: 
    Unruly and hard-headed, Chibi has a rebellious streak that’s been known to come out whenever the hell he feels like it. Being an animal doesn’t help, as he often has trouble understanding the concept of authority beyond accepting that he should usually be following whatever Ciel and whoever holds his reigns tell him to do. Usually, this troublesome nature stops with a simple tantrum, but it’s been known to flourish into a blatant disregard for any and all orders.
Likes: Sylkis Greens, Carrots, Fruits, Ciel, Blonde Hair
Dislikes: Pahsana Greens, Apples, Glasses, White Hair,  Rainbows
Fears: Heartless, Nobodies, Oretoise, the magical element of darkness, and monsters in general. Chibi will actively avoid these hazards, but his training and breeding has given him some tolerance for these dangers in battle. He won’t scamper off from the first sight of them, but don’t expect him to stay long once he starts becoming badly injured.

Family: Ciel - Rider/Caretaker; Elmina - Caretaker/Ranch Owner; Dervish - Father; Seashell - Mother

Bio: 
    Gran Pulse chocobos are a relatively recent addition to the Kupo Ranch, the first mating pairs having been bought around the time Ciel was adopted, and Chibi is probably the first that’s been bred properly, which is to say that he’s a third generation Kupo Ranch chocobo. While his line has been domesticated for generations already, Chibi and the other Gran Pulse chocobos still has that wild gleam in his eyes that’s absent in the other varieties of chocobos running around Kupo Ranch. Elmina, Ciel, and even Stiltzkin to a lesser extent are all working on getting their Gran Pulse breed tame enough to be sold to the normal rider. For now, though, chocobos like Chibi have been proving themselves well so long as they are in the hands of experienced and dedicated riders.

    Chibi, in particular, is very dedicated to his rider, Ciel, who has trained and raised him since he was just a chick. What started as an early birthday for Ciel meant to make her feel better after losing her first chocobo mount to old age, turned into a lifelong friend. With Chibi’s help, Ciel learned to move on from the death of a loved one even if she never truly forgot Myrrh. Chibi still wears Myrrh’s old necklace as something that Ciel can look at to reaffirm her memory.

    When Destiny Islands was consumed by the darkness, Chibi was saved by Elmina, along with as many other chocobos she could get out through a dark corridor the female moogle created with her own skill. Tragically, Elmina waited for the last possible moment for Ciel to burst into the barn. However, the teen never came. Elmina and Chibi were forced to evacuate themselves through the corridor and close it behind themselves. Chibi, like the rest of his kind, found the passage uncomfortable and chilling but as it was much more preferable than the darkness he left behind, he dealt with it tolerably well. It was only after they had exited out the other side of the portal, into the refugee town commonly known as Traverse Town, that the chocobo felt real grief. There was no Ciel here or anywhere he could tell, and she wouldn't come no matter how loudly he "Kweh!"d. Elmina did her best to comfort him and cheer him, but she wasn't in a very good state herself. She couldn't help but blame herself for Ciel's loss. If only she wasn't so foolish as to expect more time before the islands were to disappear. If only she hadn't told Ciel to dress properly in preparation for an escape. Chibi panicked and Elmina was in no state to properly control him. He ran off, startling many and nearly trampling a few who happened to have the misfortune of being in his way. Miraculously, he caused no property damage.


HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Wed Jan 21, 2015 7:57 pm


New Generation Template 
Name: Ciel Kupo
Nickname: Cici
Species: Human
Home World: Destiny Islands [Consumed]
Age: 15
Gender: Female

Appearance: Art by Senano Yu User Image
  • Height: 5’10”
  • Weight: 160 lbs.
  • Body Type: Athletic
  • Skin type: Fair
  • Eye Color: Sky Blue
  • Hair Color: Blonde
  • Hair Style: Waist-length and straight. Light and wispy. It moves easily in the breeze.
  • Accessories: A dog tag chain necklace with various keys, a few charms, and a chocobo whistle in place of dog tags. It’s kept tucked between shirt and scarf for safe-keeping.
  • Unusual Markings: None, but the scent of chocobos is just about ingrained in Ciel’s very skin, even if all the Chocobo on Kupo Ranch have been fed nothing but fresh gysahl green since birth to maturation.
  • Clothing / Description: Like most residents of Destiny Islands, Ciel wears light clothing. A white tank top is worn under a light blue shirt that reaches down past the waist to the upper thigh area. The shirt itself can be opened and closed via a line of buttons down the right side of its front. It is sleeveless on the right side and just barely connected on the left side to a loose sleeve that hangs past a bare shoulder to cover the part of the arm just above the elbow all the way to the hand. Keeping the sleeve from falling any lower is a white armband decorated with a simple, white charm. The lower right arm is covered by a detached sleeve. A fingerless glove that stretches from wrist to middle finger covers the left hand. Over and above the shirt is a white, light scarf that loosely hangs to about the knee. Around the waist is a white sash of similar material to the scarf. For pants, Ciel wears asymmetrical jeans, which go down all the way to the feet on the left leg but separate into bands that stop at a few inches above the knee on the right leg. Footwear for Ciel consists of sturdy sandals that comfortably hold and support her feet with a plethora of leather straps that climb all the way up to her ankles.
 
Theme Song(s): 
 

Significant Trait: Curious
Quotes:
  • “Ooh. Tell me more? Please? Please? Please?”
  • “Hi! What’s your name?!”
  • ”Oh. This? I heard that my parents did something like this once, so I wanted to try it for myself. I think I kind of enjoy it.”
  • ”… Don’t speak to me. Throwing a tantrum. …”
  • ”I really hope that I don’t forget something important.”
  • ”You wanna go?! Huh?! Huh?! I’ll show you who’s better at riding! COME AT ME YOU CONCEITED SHOW-OFF SO I CAN BREAK YOUR DELUSIONAL MISBELIEF!”
 

Good/Evil/Other: Neutral Good
Element: Light/Darkness
Weapon: Keyblade
Job Class: Keyblade Wielder

Commands:
  • Skeleton Key- Lock or unlock the target. e.g. Unlock a chest without requiring the key for it.
  • Memoria- Use memories to create a Keyblade keychain, which can be used to modify Ciel’s own keyblade. Aside from creating custom keyblades based on Ciel’s or others memories, Memoria can create keyblades based off of other keyblades and weapons, creating keyblades very much like the originals--to the point of sharing some of the same abilities--but uniquely fitted to Ciel's heart and memories of the original weapon.
  • Chain Change- Changes the keyblade keychain, thus changing the keyblade’s abilities. Keychains cannot be changed in the heat of combat. Although, a reprieve of a few seconds is enough time should the keyblade user be willing to risk it.
  • Pierce- Allows attacks and spells to pierce through protective enchantments for a limited time. Ignores all levels of Protect, Shell, Wall, Reflect, and Barrier. 
  • Wall- Increases both defense and resistance. 
  • Silence- The target's magic becomes blocked, making them unable to use magical Commands. 
  • Nullify- Temporarily negates any damage of any one element.
  • Deprotect- Reduces the target's physical defense. Negated by Protect. 
  • Deshell- Reduces the target's magic resistance. Negated by Shell. 
  • Addle- Temporarily causes the target to completely forget any commands he/she has. 

  • Corridor of Darkness- Opens a corridor of darkness that can be used to traverse between worlds. While classified largely as darkness magic, the casting of the spell doesn't require the use of the darkness element so much as it requires a willingness to expose oneself to it. As a result, it's one of the few, if not only, darkness spells that Ciel can use without frequent recoil. However, Ciel wasn't formally taught how to use this spell. As a result, she doesn't quite know what exactly she has to do to create a corridor. She is only capable of rendering corridors of darkness as a last resort escape, a panic reaction of sorts, and does so in an extremely inefficient manner that, when combined with the stress the corridor puts on her body as she passes through it, leaves her at varying levels of severe exhaustion that generally renders her unfit for battle until she takes an extended rest.

  • Name- Details
  • Name- Details
 
Supports: Supports that are struck out are unavailable to Ciel.
  • Dual Mastery: By benefit of her father’s darkness and her mother’s light, Ciel is attuned equally to darkness and light. She resists both elements by one step, is stronger ability-wise in both elements by one step, and can easily learn abilities of both natures. The advantages of having both elements present in her blood doesn't stop with just natural benefits. Given time, Ciel can become further resistant to invading dark or light influences, eventually peaking at a point where she can walk through corridors of darkness unaffected. Of course, that won't come until later.
  • The Light, the Darkness, and Explosions: Darkness and Light, being an elemental pair, react dangerously when combined. However, like most elemental opposites, they do not simply negate each other. They blow up and then negate each other. Something similar happens in Ciel, child of a mother attuned to light and a father attuned to darkness. Until Ciel finds a way around this drawback, attempting to channel either element causes the magic to erupt while it’s being created within Ciel’s own body. The eruption does not result in the negation or weakening of the element, though, allowing her to utilize darkness and light magic at the cost of harm to herself equal to half the strength of the magic. The only exceptions to this rule of boom are Dark Corridors. Ciel can create Dark Corridors without any self-harm.
  • Limitless- If you think it, you can do it. Magic’s greatest strength has nothing to do with raw power and everything to do with how deeply the tools are understood and what can be done with those tools. The abilities listed are nothing but the framework, and can be manipulated freely to create other effects. e.g. reversing the gravity spell to toss up enemies rather than crushing them or using magnega to siphon away lava.
  • Primally Inept: Both of Ciel’s biological parents had a weak connection to the primal elements: fire, ice, lightning, water, wind, and earth. Raphael had trouble learning them to increase the variety of his skillset. Rose never even tried. This weakness has only been amplified in their offspring, Ciel, and Ciel is physically incapable of learning any of the 6 primal elements. She can only use them if their usage is enchanted into some sort of weapon or other physical trinket.

  • Well-coordinated: Riding is most definitely a sport, regardless of what others might say, and Ciel excels at it. By extension, Ciel also has a respectable sense of balance. She’s no gymnast, but she can do handstands, cartwheels, tumbles, and walk along the tops of most fences with some arm-waving to help maintain her center. However, her balance really shines when it’s tested with motion. Accustomed to Chibi’s wild movements, Ciel can remain steady and poised even when violently shaken.
  • Chocobo Rancher: Growing up surrounded by chocobos, Ciel has a better understanding of the animals, both intelligent and non-intelligent varieties, than most other humans. She can’t translate their “kweh”s word for word, but she can usually tell from a chocobo’s tone, condition, body movements, and various other details the general gist of what it’s trying to say. Of course, how well Ciel can understand a chocobo varies from individual to individual. Understanding Chibi is easy for Ciel, and she can almost translate his squawks word for word. Understanding a chocobo she just met is not nearly as intuitive, but she can usually tell generals like how panicked the chocobo is, what’s paining it, and other basics. 

  • Scan- Inspects the target's current HP. 
  • Aerial Recovery- Quickly regains balance when knocked down both mid-air and on the ground.
  • Name- Details
  • Name- Details
  • Name- Details
  • Name- Details
  • Name- Details
 
Limit Breaks:
  • Name
  • Faith - Summons pillars of light in a circle around the user that spin outwards to severely damage enemies and restore the health and mana of allies.
  • Power - Summons pillars of darkness in a circle around the user that spin outwards to severely damage enemies and restore the user's health and mana.
 
Key Chains:
  • Dark Blessing- Strengthens defensive darkness magic by one step.
  • Sacrificial Light- Draws minuscule amounts of light found within the wielder and magnifies it to imbue all attacks with minor amounts of light magic at no extra cost. (Lots of tiny booms for Ciel.)
  • Name- Details
  • Name- Details
  • Name- Details
    (Note to self: Keyblades will advance. Use the + and ++ notation like in 358/2 days. Expand to higher levels when needed. I intend for the first two keyblades to end up the strongest eventually.)
 

Strengths: 
  • Athletic: Ciel isn’t physically amazing or anything, but her frequent participation in sports, specifically riding, has left her with a healthy and robust body.
  • Resistances: Resistant to both Light and Dark.
  • Adaptable: Once she learns how to use her keyblade, Ciel’s battle style will be largely determined by the form her keyblade takes. Stronger keyblades even go so far as to greatly change the distribution of her stats, with the ability to turn her into everything from an unbreakable tank to a havoc-wreaking wizard.
  • Inherited Magic: Ciel inherited the light and dark potential found in both of her parents. If there’s one thing to set her apart from the rest of the crowd, it’s her inborn talent in both fields. While athletically fit, she'll bap most of her physical capabilities earlier than most. On the other hand, she can increase her mastery over light and darkness to limits that few can hope to.
Weaknesses: 
  • Inexperienced: Ciel grew up on Stiltzkin’s stories and warnings, but tales of adventure and caution are different from real experience. Despite knowing of the wonders of magic, seeing her first Firaga will still shock Ciel as much as the next person. Despite knowing the dangers of heartless, Ciel will still underestimate them like any other beginner; of course, this is only after staring at them numbly with a mixture of fear and shock. Ciel is just a simple ranch girl who grew up on amazing stories and a formal public education. She’s never left Destiny Islands.
  • Limited Magic: Ciel cannot use any form of primal magic. When she has the chance to try it, she will find that she also has difficulty pulling off nature and poison magic. Trying to cast a single cure will be a struggle for her.
  • Boom: Trying to use light or dark magic of any kind, barring creating Corridors of Darkness, will result in recoil damage to Ciel.
  • Inherited Magic: Ciel’s biggest strength is her inborn talent with light and darkness. However, her biggest strength causes harm to her the more she uses it, putting not only a physical limit to how strong she’d want her magic to be but also a psychological limit. Fear of self-harm is a hard barrier for anyone to get past.


Personality:
Confident, outgoing, friendly, but most of all curious. Get Ciel curious about something and then just watch her go nuts with finding an answer, usually by pestering someone constantly with questions or going to the source of the answer herself. She’s not the bookish type, so cracking open a book is usually her fifth choice on the list or so. She doesn’t have the puppy eyes trick down quite as well as Chibi does, but she’s about ten times as tenacious with her demands as anyone else. Whining is something she does, so is popping up at the most inopportune times in the most unexpected places.

However, rabid curiosity aside, when Ciel isn’t rampaging around for an answer to something, she’s quite the agreeable fellow. Don’t let her breezy locks and relaxed figure fool you. She’s willing to get down and dirty with the rest of the boys, probably more willing than most considering she’s accustomed to cleaning up dung as part of her daily chores. Growing up helping around a chocobo ranch, Ciel knows the meaning of hard work, and she knows both how exhausting and necessary real hard work is. She’s not afraid of working herself tired to achieve what she needs and is all too familiar with the mental and physical burn accompanying such strain. Disciplined is a good way to put it.

Still, Ciel is only 15. She’s basically a kid, all of her attempts to prove otherwise aside. She still relies on parents. Elmina and Stiltzkin may not be married, but they are still “Mom” and “Dad” to her, and she calls them as such. On the surface, she may show confidence about living without any help, but in reality, Ciel wouldn’t know the first thing about living by herself. She can cook and clean and work on a ranch, sure, but she can’t manage finances, find a job, figure out how to earn money with her talents, or direct a ranch even if she was lucky enough to end up with at least her home. This stretches beyond physical needs to emotional ones as well. She has a special fondness for both the darkness and the light, stemming from what she knows about the parents she has no memories of. Somehow, probably just a self-delusion, Ciel feels that she’s closer to her parents when she’s surrounded by the elements that they were filled with. For that reason, when she feels like she needs comforting but is too embarrassed to talk to anyone, even her moogle guardians, about it, she’ll search for the light or the darkness to take comfort from them. She’s never met them, but she wishes they were still alive. It’s a natural and deep bond, the one that can only form between parents and their child.

Also in memory of her mother, Ciel loves collecting charms. She rarely ever wears any herself because of all the physical activity she partakes in, but back home, she had a whole collection of them going. She never knew how to make any, so they’re all small trinkets bought with whatever spare money Ciel had on her at the time. Still, they’re one of the few things Ciel has perfect memory on. Each one, Ciel can recite how she came to buy it and what exactly was occurring at the time, even if she fails to remember the exact store names and dates. It’s quite the feat for the girl, who has a tendency to forget even answers she’d spent hours asking for.

There is a bit of both father and mother, Raphael and Rose, in Ciel’s personality. She can be exceedingly gentle with animals and extremely cold to those who she dislikes. Her quiet anger easily gives way to a light smile and casual conversation, but is just as quick to come. Grudges are not remembered easily, and even when they are, forgiveness is easy to find from Ciel. If she’s told to back off, particularly by an authority figure, Ciel usually will. However, she can be ridiculously proud about certain things, like her riding skills, and don’t get started on her stubbornness when it’s triggered. Get her angry, and while she’s holding a silent tantrum, don’t expect a single word to get through. Even when not angry, there’re certain things she just won’t back down on: insulting her riding, leaving behind someone she cares for, and breaking her promises to name a few. She’s the kind of person that brings a smile to her face, just like her mother, but is exceedingly forward, just like her father.
Flaws:
  • Ciel is way too inquisitive, and her curiosity can get to the point that it can be outright dangerous or rude. She usually needs to be reminded twice about doing something dangerous for the sake of curiosity. When being warned about how rude her curiosity might be, she tends to just shrug it off as not a big deal.
  • Equally dangerous is her confidence in her riding skill. Ciel once had a dream of being a professional chocobo racer. However, as her growth spurt came and went, she found that she was too tall to be the optimal jockey. For the sake of the chocobos she would be holding back if she were to dauntlessly pursue her racing dreams, Ciel gave them up. However, she is not so quick as to admit defeat when it comes to chocobo riding in general. While she easily admits her inexperience in most things, it’s surprisingly difficult to get her to admit that she’s too young to possibly know all the tricks to riding a chocobo. She will support and admit to any claim about being an excellent chocobo rider, and doubting her skills will quickly spark a competitive habit of hers to prove that she really is all that. Admittedly, she’s close to it but not quite there. (Something to note, Ciel knows and fully stands behind the belief that a rider’s chocobo does all the real work. Just as a chocobo’s full potential is only brought out by a skilled rider, a rider is nothing without a physically and mentally able mount. Her conceit is centered around her skills as a rider in comparison to other riders. She doesn’t believe in the slightest that she’s the only one doing all the work when riding a chocobo.)
  • Ciel hates this flaw of hers, but it’s a thing she can’t just get rid of. She has a tendency to forget. Names are difficult to remember. Although, faces are several times easier. Ask her to recite a story, and she’ll know what happened but be unable to recall the exact words and will retell the story in a patchwork style, where she jumps from one part to the other as she remembers details. She’s not a consistent amnesiac. There are times when she’s remembered, which is good but also just makes things worse sometimes. No one will ever know, Ciel included, if she’ll remember or forget about attending some meeting or other.
Quirks:
  • Ciel reverts to an old habit of ending her sentences with “kupo” and referring to herself with “Mogu” whenever panicked, rushed, or talking with others with the same verbal quirks.
  • At times when she’s troubled or when she just wants to focus, Ciel will look for either the brightest or the darkest spot she can find. This can result in either finding her somewhere quite pretty, like the beach or a meadow on a sunny day, or somewhere quite surprising, like inside a cupboard in a dark room or just sitting on a chair in a pitch-black room.
  • Ciel has a keen eye for the shinies, probably a result of being so used to keeping an eye out for any interesting charms and the like. Flashing something just out of the corner of her eye is an effective way to grab her interest and distract her.
  • To help focus her thoughts, Ciel often thinks out loud. Even in the middle of an emergency, she can be seen muttering her thoughts to herself. She doesn’t trust herself to hold her thoughts all at once without giving them vocal reinforcement.
Likes: Chocobos, Darkness, Light, the feel of wind in her hair
Dislikes: Kupo nuts, forgetting things
Fears: Loss, dragons, skeletons, fairies, math tests, pain, death, forgetting

Family: Ciel lost both biological parents before she can remember: her father before she was born and her mother as she was born. Since then, two close family friends raised her as their own child, even if they were moogles and she was human. The following is what Ciel knows about the only family she's ever heard about.

Deceased Biological Mother - Rose:
    Rose came from a small village on the Tipa Peninsula. She was chosen as an apprentice keyblade wielder for her strong affinity for light magic. As an apprentice, she met Raphael, with whom she would have a lifelong friendship that would turn into a marriage. Despite having the strength of will to go through the Keyblade Inheritance Ceremony, she could not muster the focused conviction to wield a keyblade or tap into the full potential she had for light magic, so she was gently let go. Rose then returned to Tipa Peninsula, where she learned to make a living by creating charms out of memories of the past and promises for the future. She was often visited by Raphael, and served as his ever-present anchor from falling too deep into darkness. When the two wed, she left Tipa for Raphael's home world of Destiny Islands. Stiltzkin often wonders aloud how explosive Rose's light magic would have been if she was just a bit more forceful, but quickly admits that her lack of a strong presence wasn't necessarily a bad thing. It was probably because Rose didn't have a strong conviction that she never faltered where those stronger than her might have. She was easily eclipsed, but always there for when there was no one else to help, and that probably proved key to her skill in preserving memories. Contrary to her personality, Rose had a healthy build. From her curly, red hair to her soft build, everything about her seemed soft, fuzzy, and reliable. It was only her eyes, a piercing light blue--the one thing Ciel inherited from her mother appearance-wise--that seemed to bore straight into the soul of whoever she was looking at.
Deceased Biological Father - Raphael:
    Raphael was born on Destiny Islands but he was anything but what one would expect of an island child. He was cold, stubborn, arrogant, and selfish, which accurately reflected the talent he had for dark magic. However, shortly after being made a keyblade apprentice, he met a certain kind girl by the name of Rose, and she's kept him from falling too deep into his dark studies ever since. Rose could never completely change him, but she at least gave him enough compassion to continue fighting to protect the weak and preserve the light. Often teased over his feminine appearance, Raphael was known for doing everything that would distance himself from the adjective "girly." His fighting style was known for being punishingly aggressive, but those who knew him better knew that his prowess in the offensive side of darkness was nothing compared to his defensive dark magic. His barriers were some of the strongest and he demonstrated unseen flexibility with the way he executed his defenses, straying from the conventional walls all the way to long-term blessings of darkness that could protect the subject even when Raphael was worlds away. To support his dark defenses, he had a solid grasp on life magic, a talent that was sadly not passed to Ciel. However, Raphael considered focusing on defense as a feminine thing to do, and often refused to erect even a single barrier unless it was either absolutely necessary or if it was for the sake of Rose. Ciel's appearance takes after Raphael's down to the small dimples that form when she smiles. She has his athletic build, blonde hair, and even feminine face. All she lacks are his amber eyes.
Foster Mother - Elmina:
    Elmina is not actually Stiltzkin's wife, but one of his many friends. She happened to own a chocobo ranch, known as Kupo Ranch, on Destiny Islands and knew of Raphael in passing. Stiltzkin, being a moogle of travel, could not take care of the baby Ciel when Raphael and Rose, who he both considered friends, died. The next best thing he could do, barring leaving Ciel in an orphanage, was to give her to Elmina to raise. Elmina is like most moogles, complete with the constant use of the word "Kupo." Her only difference is probably her peaceful and stable life as owner and director of a chocobo ranch. Well, that and being known as "mother" to a human girl several times her height. Elmina is an Ivalice Moogle.
Foster Father - Stiltzkin:
    Stiltzkin is a well-traveled moogle. He knew Rose while travelling through Tipa and met Raphael several times while the keyblade wielder ran about doing missions before learning that the two of them knew each other. He happened to be in the area when the two had their wedding, more like the two of them made it a point to make sure he was in the area while planning out the wedding, and attended it. A constant and reliable friend to his huge network of friends, he made it a personal mission to make sure that Ciel was raised by a proper, upstanding citizen, and who better to rely on to do that than a fellow moogle? He made sure to visit Ciel whenever he had the chance, initially out of respect for his dead friends, then because Ciel would constantly nag Elmina about him, and finally because Ciel had matured into a person of interest herself. Stiltzkin's constant visits made him a father-figure to Ciel. Like most Moogles, Stltzkin lives a nomadic lifestyle. Unlike most, he does not speak with the "Kupo" verbal tic. Instead, he is very much capable of speaking what the general human population considers "normal." Stiltzkin is an Alexandria moogle.


Bio:
Birth
Raphael's mission was supposed to be like any other, and just like any other, he left his wife with a kiss to her forehead and a blessing of protection powered by the darkness. He and she expected his return before the child was due. It was not to be, however. He was categorized as MIA as Rose's belly grew, and as the due date neared, the MIA simply meant that Raphael's body had just not been found.

Rose was never forceful, she lacked not the strength of will but the ability to focus it. However, she was healthy and while not amazingly strong or fit, it would be wrong to think that her soft-spoken words came from a frail body. However, a complication occurred during childbirth, and it boiled down to her life or her child's. She was lucky to have Stiltzkin, a long-time family friend, nearby. With her mind set on the selfless decision, Rose asked of him one last favor and mentioned as a pathetic attempt at lightening the mood that it was a good thing Raphael had gone before her. If he had still been alive, she did not know what would have become of him. Admitting to such was just about the closest thing to boasting she'd ever done. Then, with time running short, it was time for Rose to undergo her final operation. Under various anesthetics, she passed away peacefully, just like the life she lived, but where she once was, there was now a gaping hole.

Stiltzkin had just been passing by. This wasn't like Rose and Raphael's wedding, which they had scheduled meticulously so that he would definitely be in the area during it. This was pure luck and chance, which meant that the crying bundle he held in his heads was quite lucky. He would have said very lucky, if it weren't for the fact that Destiny Island's orphanage wasn't actually that bad. However, Rose had asked him a favor, to look after her child. After something like that, he couldn't just leave the baby at some old orphanage. It seemed like it was time for him to make use of his connections.

Ciel had been the name given to the baby girl. There wasn't a very long list to choose the name from. Rose wanted the name to be something she and Raphael had come up with together, and they'd only thought of so many before Raphael had to leave. Rose didn't want to leave her child with one name or another. It had to be one, specific name. As she could not be guaranteed to think of one after knowing her child's gender, it had to be a gender-neutral name. Ciel, yes. Ciel sounded nice. It was on the list, and it sounded just like the bright blue sky shining through the window. What a wonderful day for Ciel to be born. She wished that she could have given more to her child than just life, and that was her last thought before drifting into a drug-induced sleep.

Elmina was one of Stlitzkin's connections, an old friend. He had known her even longer than Raphael and Rose, but that was no surprise since Elmina was also a moogle. She spoke like a moogle and acted like one, but unlike most moogles, she stayed in one spot, as owner and director of Kupo Ranch, a ranch on Destiny Islands that raised and sold various chocobos. Sure, Ciel was a different species than Elmina, but he trusted that would be no problem. Elmina was technically experienced in raising young of another species, after all, and he trusted her. Plus, she'd known Ciel's father, Raphael, a little bit. After all, Raphael had grown up on Destiny Island. He and Rose had also intended for Ciel to be raised on Destiny Island, so he figured that it all worked out nicely.

Growing Up
For the next fifteen years, Elmina raised Ciel. She did surprisingly well considering the race barrier, and she imparted her vast knowledge of chocobos to an eager Ciel. Before she left primary school, Ciel felt at home riding chocobos. She learned to ride and love with all her heart an old, blue Chocobo, a tame girl named Myrrh that was very gentle. Myrrh, with her creaky old bones, could never do the stuff that the other chocobos did, but even when Ciel could easily ride the more lively specimens on Kupo Ranch, she would always make time to keep Myrrh company. Even in the final months of Myrrh’s life, when the old girl could no longer support Ciel’s weight and then slowly became unable to even walk, Ciel would spend hours by the gentle creature’s side. Myrrh would die a peaceful death when Ciel was 11. In an attempt to cheer her up, Elmina put Ciel to work around the ranch. She was charged with simply and easy physical tasks, stuff that would take Ciel’s mind off the old chocobo. Ciel did enjoy her chores overall, even if it included some particularly nasty stuff like shoveling chocobo dung, but menial tasks could only take Ciel’s mind off of grief for so long. It wasn’t until she received an early birthday present, a tiny Gran Pulse chocobo chick to raise as her own, that’s Ciel’s recovery truly began. The small life, which Ciel rather flippantly named Chibi, may have just started as another responsibility to take Ciel’s mind off of Myrrh, but as Chibi grew, he came to be to Ciel a companion that was like Myrrh but wasn’t. There was a short time when Ciel grew frightened that maybe Chibi was replacing Myrrh, but she soon learned with the young chocobo that that wasn’t the case. By raising and befriending Chibi, Myrrh learned to live with the memory of Myrrh and how to value such memories without letting them consume her. She learned that the true value of memories wasn’t found by wallowing in them but was found in the simple keeping of that memory and so long as she did just that for Myrrh’s memory, she would always have a part of the chocobo in her heart. Ciel led a simple life, but it was fulfilling and valuable in its own little days. Each day may have been very similar—wake up, go to school if there was any, do chores around the ranch, and ride chocobos in whatever free time was left—but it still taught her many a valuable lesson even in its simplicity.

Ciel didn’t inherit just Chocobo knowledge from her adoptive parents. Raised by moogles on Destiny Islands, Ciel developed her adoptive mother’s verbal quirk of referring to herself as “Mogu” and ending her sentences with “kupo” among other things. It didn’t matter that her surrogate father, Stiltzkin, did not have these ticks. For the most part, Stiltzkin was out traveling the world while Elmina shouldered most of the burden of raising ciel. Ciel developed a fine moogle accent. Although, after being picked on in elementary school for them, she quickly learned to repress her verbal quirks most of the time.

In school, Ciel did about average, doing well in some classes and badly in others. She was generally well-liked, but never seriously popular. She was that one kid that could go around eating lunch with a different group everyday and she’d be welcome for the most part. She never made any close friends in school, though, always busying her after school hours with chocobos.

Then there were the stories. The many, many stories that Stiltzkin had stored up over his travels. Whenever he would visit Ciel when she was young, he would tell them to Ciel as a daily bedtime story. The stories led to questions, fostering Ciel’s budding curiosity, a curiosity that would eventually become a problem. However, in the safe times, the most problematic thing that arose from Ciel’s curiosity was even more questions. For the young Ciel, her obsession with questions came from a very simple formula. Ciel, for as long as she could remember, knew Elmina and Stiltzkin weren’t her real mother and father. She was happy even with that knowledge, but content was another thing. It was just so natural for Ciel to want to know more about her biological parents. The more she asked about them, the more answers she received. Questions equaled learning more about her parents. In that way, asking questions came to be ingrained in Ciel as a very good thing to do. The first stories Ciel would beg Stiltzkin for were of her parents. Then, it gradually extended to all manner of topics. Even after Ciel had outgrown the bedtime stories, she’d take every chance she could get to ask Stiltzkin about this or that she had read in a book. She was ever-hungry for knowledge about the outside world, but her curiosity lacked the scholarly discipline for Ciel to ever become a living encyclopedia. In fact, Stiltzkin often had to repeat facts over the course of several meetings because Ciel had unintentionally forgotten them in his absence.

Ciel’s biggest dream was to one day travel through all the worlds, or at least as many as she could. Not quite yet, of course. She still had so much she wanted to learn about chocobos and as wonderful as Stiltzkin’s travels may have sounded, the moogle had a way of stressing the dangers that soundly instilled into Ciel the very true notion that she couldn’t just step into any world without proper preparation at least. Stiltzkin did see in Ciel much of both of her parents, and he knew that alone would make it impossible to keep her always leashed to just one world. Raphael had been well-traveled and would always selfishly choose to go to a different world to accomplish each task if he could help it. Even gentle Rose was excited at the prospect of moving from Tipa to Destiny Islands. However, he at least managed to get a promise out of Ciel that the young child would not leave Destiny Island until she had at least finished her formal education. In return, though, Stiltzkin had to promise to teach her in preparation for that day and, once that day came, take Ciel with him so she could learn about the other worlds in person alongside him. Stiltzkin had hoped that the teaching part would have come a few years later, but Ciel’s constant questioning and pleading managed to prod the moogle into beginning when she entered junior high. He cunningly started with elemental magic, something he knew Ciel’s father had trouble with. He hoped that Ciel had inherited her father’s elemental handicaps. He was correct, and as dedicated as Ciel might have been to creating a tiny spark of fire, swirl of blizzard, or flash of thunder, she just could not succeed. For three years, he kept her busy. However, he did intend to start in earnest the lessons he promised during the summer of Ciel’s 14th year alive.

The Day of Destruction
The day began like any other lazy summer day. Ciel and Chibi spent most of it together, work in the mornings and fun in the afternoon. The skies were speckled with bright white clouds and Ciel caught sight of a few familiar faces on the beach when she and Chibi passed through. Yes, she wished Stiltzkin was around to teach her something new that would be helpful to her when traveling through the various worlds. However, her eagerness was kept in check by the knowledge that it would still be several years before she even had a chance. As per the deal with the two moogles, she was to finish school before any shenanigans. While disappointed with such a development, a little part of Ciel knew and understood why her surrogate parents were such spoil sports.

The only signs of catastrophe were some dark clouds Ciel and Chibi spotted towards the end of the day. Assuming it was just a storm, she warned her moogle mother about it and then helped everyone at the ranch prepare for the storm. It was a strange weather pattern for the season, certainly, but Ciel had handled storms before. She did not expect anything stranger than the usual tropical storm from it. Slightly uneasy with worry about how Chibi and the other chocobos were handling the rough weather, she nevertheless slept soundly with the knowledge that the barns all the chocobos were sheltered in would not doubt hold against the rough weather. After all, the sturdy wooden constructions had never failed once yet in Ciel's memory.

Elmina, however, felt something more. At first, she had taken Ciel's words, but as the storm steadily approached the islands, she could feel it herself, and she felt that it was not the normal storm. Unable to believe what she felt, she did not warn Ciel about it, but she also did not sleep. Rather, she was so wracked with worry that she could not sleep. The moogle, sensing the destruction that was to come, spent her waking hours packing nervously, hoping that all her work was for naught but being unable to write off her suspicions completely enough to stop packing.

The first chocobo cry proved enough to convince Elmina that her fears were real. What she felt from the storm, the incoming wave of darkness, would surely swallow the island. More chocobos cried out, causing even the slumbering Ciel to go into such a panic she was willing to run out into the storm with only her pajamas and bedroom slippers on. Elmina, however, stopped her daughter just in time and scolded the foolish child to dress fully and appropriately. Ciel, not having a moogle's intuition, was very confused at these orders. Sure, she had gone out without any protection, but it was considered normal to only toss on a thick jacket and some boots to be considered ready. To change completely into day dress to deal with a midnight emergency was strange. However, she listened without questions or complaints and returned to her room to change as quickly as she could.

When Ciel returned from dressing, Elmina was gone. The small moogle had gone out ahead of Ciel to tend to the panicked chocobos. She was going to save as many of them as she could. Ciel, left behind, figured that she ought to brave the storm herself. She struggled to open the door against the wind but did so with some difficulty, with the door slamming closed behind her the moment she released it. She trudged through the darkness, not fearing it as she trusted her ability to find Chibi's barn blind, but feeling it very strange nevertheless. Even the shouts she yelled out at the top of her lungs seemed to be swallowed by the dense darkness.

One more fateful step and Ciel no longer felt the ground beneath her feet. The wind she had been leaning into had also suddenly ceased. She felt herself fall with no hope of recovery, but there was no way she could have fallen. The ranch had been built on solid ground with no points to fall from. Then again, the fall itself was quite peculiar. It felt more like a dive than a fall, a dive to somewhere very specific.

PostPosted: Fri Jan 23, 2015 12:44 am


ShadeKyubi
aye I forgot about limiting that
The basic conditions that apply to any resurrection might be enough
1: someone involved in the casting must know the soul well
2: the soul must be willing to come back
3: The cause of death must be of something other than old age
4: The soul that comes back might be the wrong one
Other possible conditions of lower level res magic:
1:that it must be cast within a certain time of death [10 mins at the lowest level] as the longer the being has been dead the harder it is to call back
2: The caster must have a fragment or 51%+ of the corpse [depending on the level of the magic]

The fate thing can interfere at any time regardless of magic level

how are those? [will edit in exact details for Kauze's version later as I haven't been up long at this time]

EDIT: Put limits on it


Sounds good, though I notice you didn't include the 'might be the wrong soul' thing?

Also, and this isn't a deny-worthy thing, you only really have one personality flaw. I'd like to see a bit more development, since no one has only one flaw, but maybe that'll happen over time. I'm posting up the profile now, so welcome aboard :3

Kage, I'm chewing on the duality aspect stuff and been busy with school, so sorry it's taking some time.

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PostPosted: Sun Feb 01, 2015 12:24 am


Kagetsukiko


On Ciel: Okay, a couple things, having gone through it and chewed on it for awhile. Something to note that because your character is so heavily based in Light and Darkness, she's going to come under a bit more criticism/limitation.

Family and Bio Issues

1) Who made Raphael a Keyblade Apprentice? It doesn't really make sense for one of the Guardians of Light to do so if he was as you described.

2) Darkness, by its nature, is a self-oriented aspect--you even mention it as the reason Raphael was talented in dark magic. So the idea that it Darkness was used for something as selfish as a long-term blessing on someone else is... actually as far away from Darkness, and as close to Light, as you could get. Like, certainly Raphael might have been exceptionally skilled in defense and long-term blessings, but if it didn't concern him (i.e. the blessings), I'm not sure it would have even worked with Darkness.


Ability Issues

1) Dual Mastery - I don't mean to be a spoiled sport, but the girl's 15, and even if she inherited some of her parents' strengths, I think it's a bit much to already knock her up to near-immune status. Especially to Corridors--Riku was already fairly versed in Darkness by the time he used his first Corridor, and it left him on his knees clutching his chest like he was having a heart attack. Leave some room for this ability to grow over the course of the RP--if you make her immune to some of the most important story-related factors already, it might get pretty dull.

1.5) Corridor of Darkness - Considering the above, I'd like it if you at least but some form of limiter on this. Maybe for now she can only use it once every so often without strain?

2) Synch Blade - I know it's scratched out right now, but to be honest, I'm really iffy about the idea of two blades without some form of direct inheritance or interaction with the original blade holder. Being considered worthy of a keyblade due to strong lineage is one thing, but a second blade requires a more direct, connected inheritance. I'm gonna have to ask that we remove that entirely until you come up with a better story reason (of which I have an idea? I'll PM you.)

3) Sacrificial Light Key Chain - As the Light-imbuement comes from the blade's own innate ability and not from your own mana pool, I don't see why this would trigger LD&E. Is there a reason for it?



On Chibi: Everything looks fine :3
PostPosted: Sun Feb 01, 2015 5:54 am


fractalJester
I'm just going to copy-paste what you wrote and write my thoughts in bold.

On Ciel: Okay, a couple things, having gone through it and chewed on it for awhile. Something to note that because your character is so heavily based in Light and Darkness, she's going to come under a bit more criticism/limitation.
Yep, this is what I expected when I put her up =w= ...
*hides under cover*
Okay, I think I'm ready now.


Family and Bio Issues

1) Who made Raphael a Keyblade Apprentice? It doesn't really make sense for one of the Guardians of Light to do so if he was as you described.
The way I pictured it, he was kind of a jerk always because he had a natural talent for darkness, but he got jerkier to his final level of jerkiness, the one I described, as his mastery over darkness grew. I.E. When he was made an apprentice, he was considered a brat that could be straightened up, but that obviously didn't happen. Additionally, I would imagine him to have his good points. I just didn't think that anything besides his bad points was worth mentioning on his daughter's profile sweatdrop . He's still on the "good" side after all, whatever side that is; he was something like that stereotypical cold rival of the stereotypical hot protagonist, if the cold rival was prone to losing his temper every now and then. If that's not good enough, I could tone down how... er... dark his personality is. I admit I may have gone a bit overboard in my attempt to polarize Ciel's parents.

2) Darkness, by its nature, is a self-oriented aspect--you even mention it as the reason Raphael was talented in dark magic. So the idea that it Darkness was used for something as selfish as a long-term blessing on someone else is... actually as far away from Darkness, and as close to Light, as you could get. Like, certainly Raphael might have been exceptionally skilled in defense and long-term blessings, but if it didn't concern him (i.e. the blessings), I'm not sure it would have even worked with Darkness.
I knew this would and completely intended it to happen.. I do admit that while writing this part out, I sort of side-lined the aspects associated with darkness and simply considered it as an elemental type. However, when revisiting this part of the profile, I ended up thinking of a few reasons to keep this portion in there and try my luck:
- I wanted something to connect Ciel to her father.
- I thought being able to cast dark magic that can protect another would be good way to emphasize Raphael's defensive mastery.
-One of the biggest reasons why I specified Raphael was better at defense than offense was because I wanted to briefly explore something I considered unconventional: darkness as a protecting rather than destructive element. Combining the word "darkness" with "blessing" seemed to echo that theme.
- Of course, darkness is selfish, protecting isn't usually in the agenda for a selfish p***k like Raphael. However, selfish pricks in particular can be very adamant about protecting certain things, like themselves or someone they care for very much: for Raphael, his wife. It's a stretch, but keeping them safe is a selfish desire of his own. I didn't bother thinking quite this far until right now because he isn't the focus of this profile, but I'd wager that trying to cast a dark blessing on pretty much anyone else would either not work at all or would only work if he was relatively close to the target.


Ability Issues

1) Dual Mastery - I don't mean to be a spoiled sport, but the girl's 15, and even if she inherited some of her parents' strengths, I think it's a bit much to already knock her up to near-immune status. Especially to Corridors--Riku was already fairly versed in Darkness by the time he used his first Corridor, and it left him on his knees clutching his chest like he was having a heart attack. Leave some room for this ability to grow over the course of the RP--if you make her immune to some of the most important story-related factors already, it might get pretty dull.
Yep. I can do that. I'm sincerely sorry for the over the top abilities. I didn't expect most of them to go through, but I needed a way to check if they would be allowed for my character later in the rp. I figured just sticking them into the profile was a good a way as any sweatdrop .

1.5) Corridor of Darkness - Considering the above, I'd like it if you at least but some form of limiter on this. Maybe for now she can only use it once every so often without strain?

Would "However, Ciel wasn't formally taught how to use this spell. As a result, she doesn't quite know what exactly she has to do to create a corridor. She is only capable of rendering corridors of darkness as a last resort escape, a panic reaction of sorts, and does so in an extremely inefficient manner that, when combined with the stress the corridor puts on her body as she passes through it, leaves her at varying levels of severe exhaustion that generally renders her unfit for battle until she takes an extended rest," work?

2) Synch Blade - I know it's scratched out right now, but to be honest, I'm really iffy about the idea of two blades without some form of direct inheritance or interaction with the original blade holder. Being considered worthy of a keyblade due to strong lineage is one thing, but a second blade requires a more direct, connected inheritance. I'm gonna have to ask that we remove that entirely until you come up with a better story reason (of which I have an idea? I'll PM you.)
Removed, or it will be once I submit the edits. I'm open to any and all suggestions. Actually, I'm just glad that the idea wasn't completely shot down. I understand it was a very, incredibly, ridiculously unlikely series of events that led to Roxas/Sora gaining the ability to use two keyblades.

3) Sacrificial Light Key Chain - As the Light-imbuement comes from the blade's own innate ability and not from your own mana pool, I don't see why this would trigger LD&E. Is there a reason for it?
Uh... Besides thinking that it would be mildly amusing for my character to have a keyblade exploding on her every time she swung it mrgreen ? On a more serious note, it felt really cheap to give Ciel a way to use light magic without hurting herself this early in the rp, especially when I listed it as one of her weaknesses. In time, I do expect her to find weapons/upgrades that will allow her to use light/dark magic by virtue of the blade's innate ability. In even more time, I expect her to master her duality enough that she can use light/dark magic herself without the help of a keyblade. For now, though, I want her to be wary of the gifts of her blood and even a tad bit unwilling to further what she's naturally good at. You do make a good point, though, and for the sake of consistency, I'll see if I can edit it into something that makes sense for Ciel to go boom from.

On Chibi: Everything looks fine :3
Yaaaaas. Thank you >w< . Let me start rping with Chibi now >w> . Yes, just Chibi owo . But not right this moment. It's 5:40AM here sweatdrop .

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PostPosted: Tue Feb 03, 2015 10:58 am


Kagetsukiko
Yep. I can do that. I'm sincerely sorry for the over the top abilities. I didn't expect most of them to go through, but I needed a way to check if they would be allowed for my character later in the rp. I figured just sticking them into the profile was a good a way as any sweatdrop .

Ahh, I understand. Well, if you’re ever worried about whether something will or won’t be allowed, feel free to ask! And besides that, it’s fine to do it this way, too, no need to apologize. It’s a good way of figuring out and negotiating a fair, or at least interesting, starting point.

Quote:
Would "However, Ciel wasn't formally taught how to use this spell. As a result, she doesn't quite know what exactly she has to do to create a corridor. She is only capable of rendering corridors of darkness as a last resort escape, a panic reaction of sorts, and does so in an extremely inefficient manner that, when combined with the stress the corridor puts on her body as she passes through it, leaves her at varying levels of severe exhaustion that generally renders her unfit for battle until she takes an extended rest," work?


Fantastic, thanks biggrin

Quote:
Removed, or it will be once I submit the edits. I'm open to any and all suggestions. Actually, I'm just glad that the idea wasn't completely shot down. I understand it was a very, incredibly, ridiculously unlikely series of events that led to Roxas/Sora gaining the ability to use two keyblades.

We’ve talked about it, so I think we’re on the same page.

Quote:
Uh... Besides thinking that it would be mildly amusing for my character to have a keyblade exploding on her every time she swung it mrgreen ? On a more serious note, it felt really cheap to give Ciel a way to use light magic without hurting herself this early in the rp, especially when I listed it as one of her weaknesses. In time, I do expect her to find weapons/upgrades that will allow her to use light/dark magic by virtue of the blade's innate ability. In even more time, I expect her to master her duality enough that she can use light/dark magic herself without the help of a keyblade. For now, though, I want her to be wary of the gifts of her blood and even a tad bit unwilling to further what she's naturally good at. You do make a good point, though, and for the sake of consistency, I'll see if I can edit it into something that makes sense for Ciel to go boom from.

Well, that’s definitely an alternative xD My original thought was that, since it was only her standard attacks becoming Light-elemental, it wouldn’t really be too big of a loophole, so she wouldn’t have to take damage at all while wielding it. Still, if you want the limitation, go for it.

Now, to the stuff that still had me chewing.



Quote:
The way I pictured it, he was kind of a jerk always because he had a natural talent for darkness, but he got jerkier to his final level of jerkiness, the one I described, as his mastery over darkness grew. I.E. When he was made an apprentice, he was considered a brat that could be straightened up, but that obviously didn't happen. Additionally, I would imagine him to have his good points. I just didn't think that anything besides his bad points was worth mentioning on his daughter's profile sweatdrop . He's still on the "good" side after all, whatever side that is; he was something like that stereotypical cold rival of the stereotypical hot protagonist, if the cold rival was prone to losing his temper every now and then. If that's not good enough, I could tone down how... er... dark his personality is. I admit I may have gone a bit overboard in my attempt to polarize Ciel's parents.

I’ve underlined these two sentences just to make a small point: you’ve got two different, and equally correct, perspectives, but together they end up clashing, which is understandable! On the one hand, you’re right, it’s Ciel’s profile, not Raphael’s or Rose’s. On the other hand, because you’re using them as such heavy influences, to the point of justifying pretty much everything about the character, they do become fairly important figures!

On to the actual response, though. At first, I still had some trouble accepting that a Good Keyblade Master would agree to train a pupil who had such dark tendencies. Eraqus aside (he’s a bit polarizing himself), the Master in question would be giving a tool that has the potential to destroy entire worlds—it’s not quite wise to entrust that into the hands of someone who has even slight tendencies toward selfishness and coldness. I’m not saying he couldn’t be redeemed, or even that he wasn’t an overall good person, once all factors had been summed up—just that it doesn’t make sense for a truly ‘Good’ Master to attempt to train him.

So, I was going to try to figure out some way to maybe help tone it down… but then I remembered I had a Mystery Man character literally designed to help potential plot-gaps like this xD So surprise, it’s fine! Sorry, I’m still adjusting to being as loose on the rules as the RP is intended x-x

Quote:
I knew this would and completely intended it to happen.. I do admit that while writing this part out, I sort of side-lined the aspects associated with darkness and simply considered it as an elemental type. However, when revisiting this part of the profile, I ended up thinking of a few reasons to keep this portion in there and try my luck:
- I wanted something to connect Ciel to her father.
- I thought being able to cast dark magic that can protect another would be good way to emphasize Raphael's defensive mastery.
-One of the biggest reasons why I specified Raphael was better at defense than offense was because I wanted to briefly explore something I considered unconventional: darkness as a protecting rather than destructive element. Combining the word "darkness" with "blessing" seemed to echo that theme.
- Of course, darkness is selfish, protecting isn't usually in the agenda for a selfish p***k like Raphael. However, selfish pricks in particular can be very adamant about protecting certain things, like themselves or someone they care for very much: for Raphael, his wife. It's a stretch, but keeping them safe is a selfish desire of his own. I didn't bother thinking quite this far until right now because he isn't the focus of this profile, but I'd wager that trying to cast a dark blessing on pretty much anyone else would either not work at all or would only work if he was relatively close to the target.

Alright, so I’ll cut to the chase here and tell you the dark blessing is being allowed. However, for the sake of future instances, I will be clarifying some things.

Your last point is pretty much what hits the nail on the head—the aspects of Darkness and Light (not their elements, but their aspects) are powered by intent, or the origin of intent. So it does make sense for Darkness to be protective of someone else, in the case that the caster wants them alive for selfish reasons. The catch, though, is that by wanting the person alive and protected because of love, you’re also really strongly tying in to Light, as well—or at the very least, you’re going into an area where Darkness, though the origin of intent, is simply not suited for.

But you’ve covered two other important bases. First, in that Raphael is in his nature a defensive person. Defensive skills are his specialty, and he has likely used darkness to power his personal defenses since the day he could cast magic. So with both of those factors combined, it’s feasible that he was able to overcome the Darkness’ natural shortcomings. It probably wouldn’t be quite as good as Light magic doing the same thing, but the reverse could be said for Light magic being used offensively compared to Dark counterparts—sure, Light can be used destructively, but it’s not as good at it as Darkness.

The only issue I have left is the blessing itself. More specifically, this single blessing is fine—but this is an exception, rather than the rule, because of the second factor you covered. No matter how selfish or arrogant he might have been, Raphael still cast this out of love. It can be a selfish love, it can be a possessive love, but the fact remains it is true, fatherly love, and besides her existence, he would have gotten literally nothing out of it.

Basically, what I’m getting at is that this sort of long-term, long-distance, protective dark magic is only possible in this very specific, rare type of instance. He could not have done this without pretty much every factor in place: his natural proficiency for defense, his strength in Darkness and inability to properly use Light magic, on top of his true love for his wife and child-to-be. Cliché as it is, Love is once again the strongest magic in the world, so it kind of distorts the rules.


With all that said and aside, that pretty much leaves just the concern about the Keyblade: did you want to keep the damage or no?
PostPosted: Tue Feb 03, 2015 7:53 pm


fractalJester

Whew, so, basically, thank you, thank you, thank you, and I feel like I'm making you have to stretch to allow these things for me but thank you very much for it all. Yes, I will like to keep the tiny booms for Ciel. She can always switch to another keychain or no keychain altogether. Once she realizes she can do it, that is. Although, now that I know that you wouldn't mind too much, I'm more comfortable with giving Ciel a light enhanced keyblade that doesn't hurt her a bit earlier than I planned, so thank you for that too.

HeadlessKoko

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fractalJester
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PostPosted: Sun Feb 08, 2015 7:06 pm


I think the only thing left is Memoria. I know I didn't list it before, but the more I sat on it, the more of an issue it seemed.

When you say a perfect replica, do you mean perfect perfect? As in, if you were to defeat, say, Mickey and his Kingdom Key D, would you essentially be getting an identical blade, down to the fact that it's linked to the Door to Darkness? I.e. if we were to follow the path of KH1, and Sora was on one side, would you be able to take the other side of the door with that blade?
PostPosted: Mon Feb 09, 2015 12:50 pm


fractalJester

Oh shoot. Good point. Uh... No, I didn't quite intend for it to do that. I sort of forgot that as weak the Kingdom Key's stats were in-game that it has some serious plot relevance. If it bothers you, I could add in a clause that arbitrarily restricts whatever keyblades we find too troublesome to duplicate, something along the lines of, "Certain keyblades, however, cannot be copied for reasons ranging from divine interference to 'because Kyle said so' (... wait, those two reasons are the same)."

Or was there another, stricter edit you had in mind? I could always completely alter the ability. Main reason I have it in their was because I wanted something named "Memoria" and the creation of keyblade charms fit the name and Ciel's mom.

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PostPosted: Fri Feb 13, 2015 7:36 pm


New Generation Template
Name: Malach(Ma-lack)
Aliases: Mal
Species: Jumi
Homeworld: Bejeweled City [Destroyed]
Age: 152
Gender: Male

Appearance:
  • Height: 5'11"
  • Weight: 168 lbs
  • Body Type: Athletic/Muscular
  • Skin type: Tan
  • Eye Color: Dark Green
  • Hair Color: Light Green
  • Hair Style: Wavy hair slicked back, longer on the top and sided, shoter in the back, reaching only halfway down the back of the neck. Thick, has a kind of 'mane' effect. http://i102.photobucket.com/albums/m89/ByneNo1/Malachshair_zpsccd190f0.jpg
  • Accessories: Beaten bronze brooch, designed like a wing and worn on the vest
  • Unusual Markings: The Jumi are a race of humanoids whose souls (or hearts, depending on who you're talking to) are represented in the large, flawless crystals protruding from their chests. Each Jumi Core is of a different stone type. Malach's core is malachite, and appears mostly light green with bands of dark green that look almost black.
  • Clothing / Description: Malach wears a dark green vest with gold edging over no shirt. He also has fingerless gloves of the same color, as well as a dark green sashbelt that helps hold up his light green harem/poofy pants, of which have dark green 'cuffs' at the bottom, which hold the bottom of the pants above the ankles. His shoes look like they were made from gold thread, and he has a pair of matching armbands on his upper arms that alternate in dark green and light green spikes(dark starting from the top and going down to a point, light starting from the bottom and going up into a point). He wears his brooch on the right breast part of his vest. http://i102.photobucket.com/albums/m89/ByneNo1/MalachClothes_zps5828c04b.jpg


Theme Song(s):


Significant Trait: Protective
Quotes:
  • "Zuri? Are you alright?"
  • "Don't touch her."
  • "Doing that might cost you your hand."


Good/Evil/Other: Good
Element: Fire
Weapon: Spear
Job Class: Jumi/Gem Knight

Commands:
  • Spear Techniques- Techniques and attacks Malach has learned through the use of his spear.
    • Lancer- Malach stabs his spear forward, stepping into the attack, dealing decent damage to an enemy but also knocking them backwards.
    • Mighty Javelin- Malach leaps into the air and throws his spear into the ground in front of him, causing a small explosion of energy to deal damage to an area.
    • Twister- Malach spins himself and his spear fast and strongly enough to propel nearby enemies into the air and away from him. Deals wind damage and has a chance to cause Sleep.
    • Dragon's Bite- Malach jumps up and does a forward flip, using the momentum to add force to his attack as he throws his spear forward, attacking enemies in a straight line in front of him.
    • Furious Coptor- Malach leaps into the air and spins his spear hard and fast enough to create strong wind currents which blow down to the ground, then propel outward. Large area of effect, deals wind damage, however doesn't deal a lot of damage.
    • Nebulous Saucer- Malach stabs an enemy with his spear, then flips over the enemy. The blunt of the spear follows him as if magnetized, spinning the enemy along the ground(or ripping through them). Deals Space elemental damage.
    • Lancenator- Malach bashes into an enemy with his shoulder, then stabs the enemy with his spear while it's covered in green flames, dealing fire damage.
    • Cyclone Racer- Malach dashes forward, spinning his spear above his head, creating a 'razor wind' effect to enemies that come in contact with him or the spear. Deals wind damage.
    • Rewind- Malach throws his spear forward, letting it spin like a vertical disc, then knocks an enemy inbetween him and his spear, which 'rewinds' and spins itself back into Malach's hand, going through the enemy to get there. Deals Time elemental damage.
    • Fool's Play- Malach knocks an enemy into the air, and as they come down, him and a sudden double of himself attack the enemy from both sides with a small combo of spear attacks before the double vanishes. Can cause confuse status.
    • Holy Light- Malach raises his spear as a bright light seems to gather within it, then leaps up and swings his spear, sending large arrows of light in an arc in front of him. Deals light damage.
    • Triple Supremecy- Malach stabs an enemy with his spear, then tosses them up into the air. He then spins his spear above his head, letting the enemy land on that for the final blow of the combo. If successful, the combo can temporarily increase his strength, dexterity, and defense by a small amount.
    • Deadly Branding- Malach spins his spear, and copies of it fly in different directions. He then provokes his enemy, drawing their attention to him to attack him. When they do, he moves out of the way, and when the enemy steps into where he was standing(or he knocks them into it), the trap activates, and the spear copies come flying back and hitting the enemy. Leaves the enemy Provoked(strong chance of continually targeting Malach)
    • Chrome Ray- Malach performs a backflip, using the momentum to fling his spear into the air. He then knocks an enemy into position, letting the spear rain down and imaple them. Lowers enemy defense if successful.
    • Raging Fury- Malach does a combo attack against one enemy with such speed, it looks like he's not moving and copies of him are doing all the attacking. Has a chance of causing confuse and/or berserk.
    • Lo and Behold- Malach knocks an enemy up into the air, then leaps up, landing on them and jumping off of them to bounce them back to the ground, and then comes down full force with his spear to impale the enemy. Heavy damage, chance of paralysis.

  • Martial Art Techniques- Techniques and attacks Malach has learned to use when barehanded and weaponless.
    • Bloody Knuckles- Malach releases a powerful punch at an enemy, and temporarily increases his strength if it hits.
    • Jawbreaker- Malach swings his fist up into an enemy's jaw, attempting to shatter their jaw and render them unable to talk or focus. Can cause Silence
    • Moonsault Stomp- Malach leaps high into the air, arcing and turning his body in an open flip, then lands on his enemy feet first before bouncing off of them. Has a chance of stunning the enemy.
    • Mental Barrier- Malach focuses his inner energies, and releases them in the form of a large, transparent green orb that expands from his person with enough force to damage and push back any enemies near him.
    • Lightning Kick- Malach leaps forward, delivering an extremely fast kick. Chance of Stunning an enemy.
    • Sparkly Feet- Malach focuses his inner energies into his feet, then leaps up and delivers a flying dropkick at an enemy's face, the energy spilling out like glitter as he flies through the air. Chance of causing Blind.

  • Gem Magic- Jumi magic that stems from the core embedded in Malach.
    • Malachite Fireball- Malach creates and fires a green-colored fireball at an enemy, dealing fire damage.
    • Malachite Flames- Malach creates green-colored flames beneath an enemy that spout up in a small flame geyser, dealing fire damage.
    • Malachite Fire Spin- Malach creates four green fireballs that quickly spin around him, for a moment, dealing fire damage to enemies that are close to him.
    • Malachite Dust- Malach creates and spreads malachite dust, dealing poison elemental damage and having a chance to inflict the Poison status.

  • Magical Instruments- Instruments made special not by their materials, but by the essence of spirits that are contained in them, allowing for beautiful music or magical spells(or both at once)
    • Duskflute- Pan flute containing the essence of a Shade, a darkness spirit. When used offensively, it sends out a blast of liquid shadows in a straight line from Malach in two directions opposite each other(front and back, left and right), dealing magical darkness damage to enemies it hits.

Supports:
  • Twin Bond- Azuria and Malach are a constant, encouraging boost to each other. Any time the two are in close physical proximity, Malach is granted the Bravery buff, temporarily increasing his attack power, and Azuria is granted Protect, temporarily increasing her defensive abilities. The effects immediately end once they are no longer physically close to each other.
  • Mental Defense- When any ally is physically close enough to Malach, they gain resistances to the following status ailments: Berserk, Charm, Confusion, and Fear. The resistance boost ends once they are no longer physically close to Malach.
  • Malachite's Protection- Malachite is typically used to counteract self-destructive romantic tendencies and help encourage true, pure love. Possibly because of this, Malach has an immunity to Charm.


Limit Breaks:
  • Blue Dragon - Malach charges up his inner energy, strong enough to cause the image of a dragon to appear around him, and thrusts his spear forward, releasing a large beam of blue energy forward to damage enemies, while using the residual 'charge' to temporarily boost all his stats.
  • Malachite Energy Blast- Malach focuses his inner energy and his gem magic onto his spear, creating a exceedingly large blade of energy to cover and extend from his spear. He then can either thrust or swing it for a single attack, dealing a massive amount of damage, and then the energy dissipates.


Strengths: Good reach with weapon, versatile(spear, some martial arts, some 'gem magic')
Weaknesses: Glaring weakpoint(Malachite Core), more worried about Azuria's safety than own

Personality: Malach has a bit of a 'presence' to him. Mainly because he tends to just stand there, towering over people talking to him(if he's tall enough), and barely talking at all. Mainly because he tends to not feel all that comfortable talking too much with people save his sister. Unless he's interacting with his sister, he tends to seem angry when people try to approach him, even though he's really not. It's mainly the fact that his neutral face is kind of pissy looking. Though, with his sister, he tends to laugh, smile, and seem like a normal human(oid).

The Jumi has a bit of a temper, though, even with his sister. Mainly because as much as he wants to protect her, she tends to try befriending the wrong kinds of monsters. He tends to get extremely pissed when anything goes after his sister in an aggressive way, going so far as to sometimes even start fights with people that didn't even want to touch her.

While he is always attemptitng to be alert to possible threats, he does sometimes seem calm and relaxed if no one seems to be around him in his perception. Some even might witness him pulling out his set of pan flutes, playing them to himself, his sister, and/or her pets.
Flaws: Socially awkward, closed off, slightly hot-tempered, overprotective of Azuria
Likes: Music, Pancakes(with maple syrup), Squalphin(squash)warm and sunny days
Dislikes: Random people touching him, chores he finds 'inane'(like making beds), Bumper(Azuria's pet Rabite), Diceberries(also rasperries)
Fears: Losing his Guardian/Sister, Magicians

Family: Azuria(Twin sister), Turise(Mother), Larry(Father)

Bio: Once there was a bustling city full of light and laughter. The city was beautiful, of fancifully carved stone and intricately integrated water features, with gemstones gleaming brightly from every surface. Its inhabitants were brave and caring folk, half warriors known as Knights, and half healers known as Guardians. These inhabitants were the Jumi, a race of humans whose souls had crystalized into large gemstones protruding from their chests. These gemstones are fragile compared to their earth-born cousins, and any damage to the stone, the core, would damage the Jumi. Removing the core resulted in death.

The city was run by a council of Jumi, both Knights and Guardians of highest regard. Above them ruled the Clarius, the most powerful Guardian of all the Jumi. The Clarius and her Lucida Council were fair and just, and the city prospered. Many people from distant lands came to the city, knowing it to be a haven of serenity and healing, and were welcomed with open arms.

The Jumi healers were renowned far and wide for their healing powers, specifically the healing powers of their tears. Jumi tears could heal nearly any wound, cure any illness. There were even rumors of Jumi tears powerful enough to reverse death. However, dark sorcerers heard of these Jumi and their miraculous healing powers, and sought to ensnare that magic for themselves. War broke out, driving the Jumi from their home, and the city lay abandoned for many years. Eventually the war came to a close, and the scattered Jumi began to migrate back to their home, only to close themselves in and the world out. The power of their tears began to fade. Then, soon, so did the flow of tears. Now, no Jumi is capable of crying, for their hearts were hardened and their healing magic was closed off for all time.

Fifty years ago, the Bejeweled City was besieged again, this time by mindless, terrible creatures known as the Heartless. The Heartless, brought to the City by the concentrated greed of evil sorcerers, were terrifying to the Jumi. They understood jewel hunters, despicable beings that hunted the Jumi solely for their cores and the supposedly magical properties—or worse, simply as trophies and jewelry. But the Heartless cared not for baubles, and killed seemingly for the pleasure of it, leaving the cores behind. Few Jumi escaped, and the city was abandoned once again. In the chaos and terror of the Heartless attack and this final evacuation of the Jumi, many were lost, among them the Clarius.

For fifty years, azurite Guardian Azuria and her twin brother, malachite Knight Malach, have been traversing the worlds searching out other Jumi. They had managed to procure themselves one of the Jumi pilgrimage ships, thanks in large part to some well-paying mercenary work Malach had taken on. Azuria collected information and learned how to heal without the use of magic. Once the two had found their brethren and reunited their race with the Clarius, they planned to take back their homeland.

No matter the cost.

Sample Post:
PostPosted: Fri Feb 13, 2015 7:37 pm


New Generation Template
Name: Azuria
Aliases: Zuri (by her brother), Riri (most often by children)
Species: Jumi
Homeworld: Bejeweled City [Destroyed]
Age: 152
Gender: Female

Appearance:
  • Height: 5'1"
  • Weight: 98lbs
  • Body Type: Small and slender
  • Skin type: Tan, slightly roughened from travel
  • Eye Color: Green
  • Hair Color: Blue
  • Hair Style: Thick with a wave, almost a curl, trailing down to mid-back. Two braids on either side of her head, one starting at the temple and one behind her ear, meeting in back of her head and trailing down.
  • Accessories: Large messenger bag mostly used for storing herbs and medicines, though it does contain a basic first-aid kit as well
  • Unusual Markings: The Jumi are a race of humanoids whose souls (or hearts, depending on who you're talking to) are represented in the large, flawless crystals protruding from their chests. Each Jumi Core is of a different stone type. Azuria's core is azurite.
  • Clothing / Description:
    • Clothing: Azuria wears a deep blue, loosely wrapped shirt belted with a teal-colored sash, blue-black harem-pants, and a large, sheer, sea-green scarf draped loosely about her neck and shoulders. On the left side of her head she wears a beaten bronze wing-shaped medallion with fine chains hanging from it, a gift from her brother. Her shoes are sturdy leather with blue and green beaded embroidery.


Theme Song(s):


Significant Trait: Calm
Quotes:
  • "Just a moment, please."
  • "Oh?"
  • "Now, now, just take a deep breath… Okay, now let it out… There you go."


Good/Evil/Other: Good
Element: Wind
Weapon: None
Job Class: Guardian/Healer

Commands:
  • Pets- Azuria is an avid monster breeder, and will often be seen with one of her "babies" in tow. Depending on which pet is with her, she (and sometimes her brother) are defended by the tame monster.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Big Baby pet, Leo, is with her, it will defend her by attacking with a stream of bubbles, hitting things with its tail, or viciously head-butting. Leo has also been known to toss smaller creatures around using its snout, similar to a seal at a circus.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Cockatrice pet, Richard, is with her, he will defend her with everything he has—pecking, clawing, biting things with his snake tail, you name it, Richard does it. Aside from being incredibly violent, though, he is able to nullify any petrification attempts on his master—and Malach as well. When not acting like an unholy terror and ripping things to shreds, Richard is extremely cuddly, and especially likes getting scratches on his fluffy, yellow-feathered chest.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Dainslaif pet, Excalibur, is with her, she is protected from most physical attacks, as the pet will go into its "shield form" whenever it feels Zuri is threatened. Excalibur will also attack by moving its body as if someone were actively wielding it. Excalibur will allow himself to be used as an additional weapon by Malach on occasion.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Lullabud pet, Lillymon, is with her, she will defend her master with whip-like roots, clouds of poisonous spores, and biting. Who knew plants had teeth?
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Poto pet, Cupid, is with her, it will defend her by licking anything and everything (usually Malach). He doesn't quite understand the concept of "master's in danger, gotta protect her," he just likes to lick things. Except dragons, he hates dragons, and will usually team up with Malach to take them down. Mostly, though, Cupid just sleeps.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Punkster pet, Ba'al, is with her, he will summon small-scale cyclones to attack. Ba'al has also been known to bite and claw, but his favorite means of attack is with his cyclones. Often Ba'al will ride the cyclone's winds as a kind of self-made carnival ride, and when combining the cyclone with his needle-sharp teeth and claws, he can be a devastating opponent. He doesn't seem to listen to anyone but Malach, but is still super protective of Azuria. If he thinks someone is so much as annoying Azuria (which he is a terrible judge of), he will find some way to drop worms on whatever is bothering her. Zuri is pretty sure he pulls the worms from an alternate dimension, actually…
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Rabite pet, Bumper, is with her, he will bite pretty much anyone and anything that gets too close, unless told not to by Azuria. Mal is the exception, he gets bit no matter what. Bumper will also temporarily stun small or weak creatures by shooting tiny golden stars at them from his eyes. Bumper has also been known to root around and dig up candies to restore any lost health.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Rattler Boa, Ted, is with her, it will defend her by biting at anything that gets too close, or wrapping itself around whatever is threatening its master and crushing it. If Malach so chooses, he can coat his weapons in the Rattler Boa's venom, adding Poison to his attacks.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Shadow Zero pet, Doppel, is with her, nothing is safe. Doppel is surprisingly proficient in martial arts, considering he's about knee-high to a grasshopper. He's surprisingly strong, able to flip creatures ten times his mass. He hits hard, and he hits fast. His favorite activity is sparring with Malach. Neither Mal nor Zuri need fear the darkness with Doppel around.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Silkspitter pet, Weevil, is with her, she's protected by iron-strong strings of silk woven by her little friend. Weevil can use these strings to attack or defend, but usually she just trips things. She's too tiny to do much effective attacking. Every now and then Azuria will find delicate, decorative webs in her shoes.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Skydragon pet, Viridian (or Viri when he's not getting in trouble), is with her, things will be dive-bombed indiscriminately. Or maybe he's just playing?
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Specter pet, Peeves, is with her, she's protected by pretty much everything getting slapped. Actively attacking? Slap. Looking threatening? Slap. Doing anything except approaching in a calm, collected manner and showing proper deference to Peaves' master? Slap. Slaps may or may not be administered via pies at no extra charge. One bonus of Peeves? Pie. Usually fresh, but only for Zuri and Mal. Another bonus? Somehow Azuria and Malach are kept nice and toasty whenever he's around, which prevents either of them from being frozen.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Tomatoman pet, Roma, is with her, he will protect her by either breathing fire at anything threatening his master, or by latching onto the threat and sucking its blood. Roma is also known for head-butting, but this is mostly failed attempts at bloodsucking. He's quite eager to help Malach out in battle by setting his weapons alight. Azuria still isn't sure if this is the Tomatoman actually trying to be helpful and failing miserably, or simply fits of impishness.

  • Aero/Aerora/Aeroga- A shield of wind around a single target. Repels some attacks, but doesn't do any additional damage unless debris is picked up, and even then it's minimal.
  • En-Light/Lightra/Lightga/Lightza- Zuri can add a Light element to an ally's weapon(s). -ra increases the limit to three allies, -ga to ten, and -za affects all allies.
  • En-Water/Watera/Watega/Wateja- Zuri can add a Water element to an ally's weapon(s). -ra increases the limit to three allies, -ga to ten, and -za affects all allies.
  • En-Wind/Windra/Windga/Windza- Zuri can add a Wind element to an ally's weapon(s). -ra increases the limit to three allies, -ga to ten, and -za affects all allies.
  • Crouch- A defenseless crouch, but it allows Azuria to restore minuscule amounts of her HP if needed.
  • Cheer- Adds the Valor Buff to a single ally, and brings the ally a little bit closer to Limit Break. Limit Break effect is stackable.
  • Cure/Cura/Curaga- A restorative spell, the stronger the cast the more HP is restored.
  • Esuna/Esunaga- A spell to cure any curable status ailment. Esuna affects a single ally, while Esunaga affects all allies.
  • Jumi Tears- Azuria sheds a single tear, which can heal all wounds and cure all negative status ailments of one ally.

Supports:
  • Status Recovery- When any ally gets near enough, low-level status ailments (easy and medium) are instantly cured.
  • Twin Bond- Azuria and Malach are a constant, encouraging boost to each other. Any time the two are in close physical proximity, Malach is granted the Bravery buff, temporarily increasing his attack power, and Azuria is granted Protect, temporarily increasing her defensive abilities. The effects immediately end once they are no longer physically close to each other.
  • Azurite's Ward- Due to the nature of her core, Azuria is immune to the Poison and Toxic ailments.


Limit Breaks:
  • Healing Wind- Azuria summons a powerful wind to sweep the field, restoring all allies to full health and removing all status ailments. Will also cause minor damage to undead creatures and/or creatures weak to the Wind element.
  • Teardrop Crystal- Azuria sheds a single tear, which crystalizes and releases a massive wave of healing energy, healing all wounds and removing all negative status effects. This spell affects all Jumi, and non-Jumi allies, and has no limit of range. This spell can even fully revive all Jumi who have been killed—peaceful deaths or natural causes are not revived. If a non-Jumi ally has recently been killed and their soul is not trapped in the underworld, their life can be restored as well. This is Azuria's ultimate Limit Break. In order for this break to be activated, Azuria must sacrifice her own life. The only way to revive Azuria after this Limit Break has been activated is with the healing tears of the Clarius.


Strengths: Healing, morale boost, curing and resistance to status effects
Weaknesses: Any and all forms of combat

Personality: Azuria is calm and serene; nothing much phases her. She can keep her head in an emergency and is the perfect person to talk to when you're troubled. She isn't physically strong, but she makes up for it with a powerful personality. Though most would call her meek or timid due to her non-combative nature, she is tough as nails. She is a very motherly person, always willing to heal a hurt or lend a shoulder to those in need. She is intelligent and intuitive, often offering insights to situations that almost seems to come from the divine. She has a slightly odd sense of humor, mostly revolving around straight-faced sarcasm. She loves animals—Malach would say she loves them to a fault—as well as children. She has hopes of finding a nice man to settle down with after her people are reunited.
Flaws: Deadpan snarker, determinator, crazy cat monster lady, heavy sleeper, naive animal lover
Likes: Animals, gardening, traveling, meeting new people, Springananas (she's discovered a delightful thing called bananas that are equally delicious), heart-mint tea (peppermint tea is almost as good)
Dislikes: Magicians, butter, the crunch dry leaves make when you step on them, animal abuse
Fears: Losing her brother, being alone

Family: Mother: Turise (Turquoise Knight)
Father: Larry (Larimar Guardian)

Bio: Once there was a bustling city full of light and laughter. The city was beautiful, of fancifully carved stone and intricately integrated water features, with gemstones gleaming brightly from every surface. Its inhabitants were brave and caring folk, half warriors known as Knights, and half healers known as Guardians. These inhabitants were the Jumi, a race of humans whose souls had crystalized into large gemstones protruding from their chests. These gemstones are fragile compared to their earth-born cousins, and any damage to the stone, the core, would damage the Jumi. Removing the core resulted in death.

The city was run by a council of Jumi, both Knights and Guardians of highest regard. Above them ruled the Clarius, the most powerful Guardian of all the Jumi. The Clarius and her Lucida Council were fair and just, and the city prospered. Many people from distant lands came to the city, knowing it to be a haven of serenity and healing, and were welcomed with open arms.

The Jumi healers were renowned far and wide for their healing powers, specifically the healing powers of their tears. Jumi tears could heal nearly any wound, cure any illness. There were even rumors of Jumi tears powerful enough to reverse death. However, dark sorcerers heard of these Jumi and their miraculous healing powers, and sought to ensnare that magic for themselves. War broke out, driving the Jumi from their home, and the city lay abandoned for many years. Eventually the war came to a close, and the scattered Jumi began to migrate back to their home, only to close themselves in and the world out. The power of their tears began to fade. Then, soon, so did the flow of tears. Now, no Jumi is capable of crying, for their hearts were hardened and their healing magic was closed off for all time.

Fifty years ago, the Bejeweled City was besieged again, this time by mindless, terrible creatures known as the Heartless. The Heartless, brought to the City by the concentrated greed of evil sorcerers, were terrifying to the Jumi. They understood jewel hunters, despicable beings that hunted the Jumi solely for their cores and the supposedly magical properties—or worse, simply as trophies and jewelry. But the Heartless cared not for baubles, and killed seemingly for the pleasure of it, leaving the cores behind. Few Jumi escaped, and the city was abandoned once again. In the chaos and terror of the Heartless attack and this final evacuation of the Jumi, many were lost, among them the Clarius.

For fifty years, azurite Guardian Azuria and her twin brother, malachite Knight Malach, have been traversing the worlds searching out other Jumi. They had managed to procure themselves one of the Jumi pilgrimage ships, thanks in large part to some well-paying mercenary work Malach had taken on. Azuria collected information and learned how to heal without the use of magic. Once the two had found their brethren and reunited their race with the Clarius, they planned to take back their homeland.

No matter the cost.

phoenixianCrystallist
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fractalJester
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PostPosted: Sun Feb 15, 2015 8:06 pm


Kagetsukiko
fractalJester

Oh shoot. Good point. Uh... No, I didn't quite intend for it to do that. I sort of forgot that as weak the Kingdom Key's stats were in-game that it has some serious plot relevance. If it bothers you, I could add in a clause that arbitrarily restricts whatever keyblades we find too troublesome to duplicate, something along the lines of, "Certain keyblades, however, cannot be copied for reasons ranging from divine interference to 'because Kyle said so' (... wait, those two reasons are the same)."

Or was there another, stricter edit you had in mind? I could always completely alter the ability. Main reason I have it in their was because I wanted something named "Memoria" and the creation of keyblade charms fit the name and Ciel's mom.

Personally, the more I've been thinking about it, the more I think it would be better--and probably more appropriate--was that instead of copying the Keyblade, she would simply produce a Keyblade based on the other, much like she would do with other memories.

This would be better, balance-wise, because it keeps the original sanctity of the other RPers' keyblades in tact. By copying a keyblade, you unintentionally threaten the original owner's purpose--why should they even bother when you have their keyblade and you're apparently better than them? Since you'd have to defeat them, after all?

You could have some of the same abilities, even, that would be fine, but it really should be different enough that the other character still has a reason to exist.

This would also be better, as far as being more appropriate, because I feel it fits better with the idea of what Memoria means; it's not simply forming keys based on memories, but it's forming them based on your memories. The other person's blade took the form it did because it fit the wielder's heart--having an identical blade wouldn't make sense because your heart is different. You might have similar memories, but without actually absorbing their heart, the memories couldn't possibly be identical.

This unintentionally fits into the Synch-Blade critique I had earlier, but it really is a separate point: it makes more sense for you to produce a unique, personal blade shaped by your memories of the incident.

I think, perhaps, the best analogy I have is from the games Kingdom Hearts 2 and Dream Drop Distance, so it's essentially a canon prospect:

In Kingdom Hearts 2, Sora gets a Keyblade after Axel's sacrifice--the Bond of Flame. This Keyblade is obviously based off of Axel--it has his weapons, it has the fire element, it even has a little fiery effect when used. It would be so easy to say that this Keyblade could have been Axel's keyblade if he had one--in fact, a hell of a lot of fanfiction used that very idea.

But the Keyblade is not Axel's; it's Sora's, based on his memories and experiences with Axel. And lo and behold, in Dream Drop Distance, we see exactly what kind of Keyblade Axel, now Lea, has--and though it has some obvious similarities, it is still clearly, uniquely, his own.


@Mizu/Aldrick: So most of them look fine, and we've discussed the loophole regarding the world-loss 50 years ago. Still, one thing: world travel. Due to said loophole, there wouldn't actually be any Gummi Ships--in fact, even if we said only your single world's barrier broke, the other worlds didn't, so Gummi Travel to other worlds still wouldn't be possible until 9 years prior to present. Soooo do you have any other ideas for potential travel methods?

@Mizu specifically: If the Jumi could no longer heal... why is Esuna unlocked? >_>
PostPosted: Sun Feb 15, 2015 9:50 pm


fractalJester

I was expecting this judgement since we last talked about it in skype. Actually, I was half-heartedly preparing to argue for copying keyblades, but you've pretty much shot down everything I could try sweatdrop . You're right about the meaning of the name, the balancing of this skill, and the canon logic. To be honest, I didn't even think of how bad another rper would feel if I used Memoria on their keyblade gonk . With that out of the way, how does this work for a new description? I'm going to edit it into my original application.


"Use memories to create a Keyblade keychain, which can be used to modify Ciel’s own keyblade. Aside from creating custom keyblades based on Ciel’s or others memories, Memoria can create keyblades based off of other keyblades and weapons, creating keyblades very much like the originals--to the point of sharing some of the same abilities--but uniquely fitted to Ciel's heart and memories of the original weapon."

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ArcanaFate

PostPosted: Mon Feb 16, 2015 1:05 am


Kingdom Academy Character App
Name: Arcanus
Galiant: Magic Mirror
Age: 18
Gender: Male
Class: Fifth Year

Appearance
Height: 5'7
Weight: 121
Hair: Messy and brown, rarely kept up
Eyes: Who knows?
Skin: Pale
Build/Body Type: Thin, frail-looking

Personality: Arcanus is a soft-spoken individual who believes that everyone should be good to one another, regardless of personal differences. He is a devoted follower of Auroros, the religion on his home planet. Despite being of noble lineage, he has a great distaste for those of the noble or higher classes. Corruption and violence were rampant on his home, and he wishes to avoid it whenever possible. He's been the target of multiple assassination attempts, and it has made him extremely paranoid of people approaching him. He is, in a way, very prudish and does not enjoy physical contact from others as it was forbidden to him as an acolyte as well as his lack of trust. However, he enjoys people watching and pairs people together in his mind. Speaking with people is no easy task, and when flustered or caught off guard, he'll revert to 'mirror speech' until the offending person leaves in confusion or he can escape.

His main focus, however, is research. People, places, anything can catch his interest, regardless of insignificant it is to others. He will often have a notebook handy, and will constantly scrawl within it. Arcanus will often write in a strange lettering, leaving his notebook often messy or even totally illegible. He can easily be caught unawares due to his total focus, however, and is easily frightened.

If placed into a battle situation, he quickly flips his personality and becomes quite bloodthirsty. He will go for utter defeat of his opponent and will not hesitate to use any underhanded trick to gain victory. Arcanus is not competitive, however, and will rarely take part in a contest of strength or skill unless absolutely forced to or if he find something notable of research and will participate only to get a closer view of the subject.

Likes: Research | His library | People watching
Dislikes: Personal space being violated | Loud noises | Heresy
Fears: Being forced to return to Aurora | Fortuna | Assassins

Weapon: Magi Scepter and Crystals
Abilities:
  • Second Sight: Arcanus has a unique form of Scan, functioning like a regular Scan but also allows him to identify unique magic 'signatures'. This allows him to identify the caster by magic alone, and any knowledge he has about that person floods his mind.
  • Leywalker: Due to Arcanus' natural affinity with magic, his spellcasting cannot be interrupted or Silenced.
  • Reflective Quality: Arcanus' crystals are magically bound to various ley lines, and have the Reflect status permanently imbued into them and cannot be dispelled.
  • Perfect Cut: Arcanus' crystals are so fine they cut through any positive defensive buffs. [Dispels Shell, Protect, Wall, and Reflect]
  • Magic+++: Arcanus is extremely knowledgeable in magic, and has a higher Magic Attack and Magic Defense than most students at his level.
  • SOS-Faith: When knocked down under 20% HP, Arcanus gains the [Faith] buff.
  • True Sight: Despite the blindfold Arcanus has over his eyes and his apparent blindness, he is able to see clearly. He can only describe his vision as being through 'prophetic sight'.

Spells:
  • Crystal Arts: Arcanus' can summon and manipulate crystal and be used for offensive or defensive purposes. Often used in more non-violent manners (such as making crystal sculptures), it allows Arcanus to form crystal weapons or barriers for battle.
  • Crystal Glide: Arcanus forms a pathway that grants him greater agility as long as he remains on the crystal pathway. [Haste]
  • Crystal Rejuvenation: Arcanus summons a crystal covered in runes, which begins to pulse with magical energy. As long as the crystal is active, it will continue to let out a pulse of rejuvenating energy that restores health and mana to Arcanus and his allies. [Regen/Refresh]
  • Crystal Armor: Arcanus forms armor made of crystal around himself or an ally, granting them with +50% Defense and Magic Defense.
  • Crystal Purification: Arcanus charges a crystal with magical energy then shatters it, causing any negative effects on his allies or himself to be purged. [Esuna]
  • Crystal Binding: Arcanus launches orbs of crystals at his opponents. If they connect to an arm or leg, they quickly envelop around the limb. [Cripple/Disable]
  • Mirror, Mirror: Arcanus can use any reflective surface as a portal to another reflective surface, acting as a teleportation spell. The only requirements is he must have seen both reflective surfaces, have the mana to cast the spell, and have the surface be large enough to fit through. He can pull other people with him, however it requires more mana.

Strengths: Magic | Tactics | Adaptability
Weaknesses: Long term battles | Physical strength | Non-assertive

Stats
  • HP: 80
  • MP: 58

  • Attack: 10
  • Defense: 20
  • Magic Attack: 29 [24+5]
  • Magic Defense: 25 [20+5]
  • Speed/Agility: 16


Bio: Arcanus comes from an oasis world known as Aurora, growing up at the second child and the only son of the royal family. As a child, he grew up learning the world's religion and was expected to take part in all of the rituals. He was studious, gathering as much knowledge as he could. At his coming of age ceremony, during his magical affinity test, it was discovered he was a crystal mage. This was unheard of in the royal family, as they were all blessed with the power of puppeteering and summoning ability. The only people on Aurora who were had the capability of being a crystal mage were the Acolytes of Auroros, the solitary monks who lived outside of the normal laws of Auroran society. The King, Arcanus' father, was furious at first. He claimed that Arcanus wasn't his real child and demanded a test of his bloodline. Once proven to be the heir for the Auroran King, Arcanus was lauded as 'Blessed by Auros'. Confused by all the attention on him, Arcanus fled deep within the palace and stumbled across an abandoned room. In the room, a large portrait hung, covered by a large tarp. Arcanus tugged the tarp off, revealing the Magic Mirror. The Mirror was delighted to finally speak with someone, and the two quickly bonded. He would go on to form a Galiant bond with the Mirror, and the two became inseperable.

Arcanus was sent away to the monestary, where his education flourished. He quickly began branching out in many forms of learning, such as art, science, philosophy, history, and anything that would catch his interest. As soon as he became of age, he was sent away to the Twilight Academy to continue his education. He made few friends, but learned much. His schooling was mostly uneventful until a little into the beginning of his fifth year.

One evening, a heretic from his homeworld somehow snuck into the academy and attempted to murder Arcanus. The crystal mage survived the ordeal, but was wounded and traumatized by the event. His father had a unique crystal orb delivered to his son, one that contained a minor pocket dimension that Arcanus could store all of his items and hide away in, just in case another attack on his life. It was the last gift he recieved before his father's demise. His elder sister, Fortuna, took over the throne. Suspicious of his sister's ascension, Arcanus took the opportunity to flee from Twilight Academy and transfer to Kingdom Academy in order to continue his education in peace.
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