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phoenixianCrystallist Crew
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Posted: Mon Feb 16, 2015 1:45 pm
fractalJester 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? Talkin' with Joe about it, he said you two were talking and that's all been worked out so WOO CRISIS AVERTED. fractalJester @Mizu specifically: If the Jumi could no longer heal... why is Esuna unlocked? >_> Because I'm an idiot and forgot to strike it out, that's why. sweatdrop You're good, post it up and go to town.
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Posted: Tue Feb 17, 2015 10:34 am
With all that stuff dealt with (sorry for all the hassle, Tsuki), welcome aboard, all three of you :3
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Posted: Thu Feb 19, 2015 9:35 pm
Auditioning for Kuro Oni's Stats Change and ability changes. Strength: 16[15] Defense: 11 Magic: 8 Resistance: 10 Skill: 12 Reflexes: 12 Speed: 11 Constitution: 12 Energy: 8 Abilities Dark Shot: Kuro Oni unleashes a blast of concentrated darkness. Due to his heightened connection to the darkness, Kuro can now unleash the Dark Shot from the hexagun or from his hands. Zero Blast: Unleashes a large blast of dark energy. Though it takes a longer time to charge than Dark Shot, it creates a much larger explosion upon impact. Due to his heightened connection to the darkness, Kuro can now unleash the Zero Blast from the hexagun or from his hands. Dark Blade: Kuro Oni charges dark energy into his arm and charges forward in either a normal run or a "Dash" arm extended outward aiming to hit the target with his arm. If hit does PS Damage + Half MS Damage Piercing Shot: Imbuing energy into his Hexagun, Kuro Oni's next shot gains the effect of Piercing(Ignores Protect/Shell) Vaulting Shot - Kuro Oni unleashes a blast from all six of his gun's barrels creating a high recoil shot that projects him vertically or horizontally(20 feet at maximum can be adjusted for lower vaults) this move can be combined with Dash to give it a longer range and can be used in the air to keep him aloft. Luna's Gift:- Kuro Oni gains +1 in PS
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Posted: Fri Feb 20, 2015 1:57 am
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Posted: Thu Mar 05, 2015 2:42 pm
New Generation Template Name: Thalassa Aliases: Thal, Lass, both of which she's not fond of Species: Human Homeworld: Aseavan [Alive] Age: 26 Gender: Female
Appearance:
Height: 5'4" Weight: 162 lbs. Body Type: Medium build, short Skin type: Smooth, lightly tanned Eye Color: Blue Hair Color: Light brown Hair Style: Either let down competely or braided to one side with many strands hanging loose. Accessories: Moon Charms - bracelet with moon and star symbols. Fire Ring - Reduces Fire damage by 20% and slightly increases defense. Unusual Markings: Crescent moon tattoo on her right shoulder Clothing / Description: Thalassa wears a blue silk fold-over shirt tied with a sash and patched-up black cotton pants, along with a large cloth wrapped and tied around her head. She also wears brown leather sandals and matching bracers on each arm, as well as a black scarf with purple moon and star symbols.
Theme Song(s):
Significant Trait: Determination Quotes: "Treasure? Now I'm interested." "I'm helping them because it's what my heart tells me. Simple as that." "I'd rather not overthink it. It's better to just run with the wind."
Good/Evil/Other: Good Element: Ice Weapon: Abyssal Jewel - A keyblade which brings out the innate abilities of its wielder in a pinch. Job Class: Keyblade Wielder/Treasure Hunter
Commands: Skills Mermaid Kick - Swim through water faster than usual. Dash- Take off at a sprint twice her normal speed for a very short time. Requires a long moment to catch her breath afterward. Mix- Mix two different items to create a different item. - Lv. 1 - 20% chance of success. Icebrand- Charges Ice-elemental magic into her weapon for a more powerful strike. Cannot be used in combos. Lucky 7- Inflicts either 7, 77, 777, or 7777 damage on a single enemy. {Random number generator: 1 through 5 = 7, 6 through ten = 77, 11 through 15 = 777, 16 through 20 = 7777}
Magic
Blizzara- Medium ice damage. Water - Minimal water damage. Aero - Casts a protective wind barrier around the target. White Wind - Heals party members' HP. Amount is based off of the caster's own HP.
Supports: Find Passages- Her sharp eye allows her to spot hidden or enchanted rooms and other invisible objects without the use of an item or magic. Alert- Makes it easier to detect an attack from behind.
Hidden Abilities - These are hidden Supports that are only active when Thalassa's HP is below ten percent. Magic-Berserk- Unable to control herself and the only actions she can take are casting offensive magic, anywhere and at anyone. This status will continue until the battle is over or she is knocked out or otherwise dispatched. Half MP- Uses half the usual required MP to cast spells.
Limit Breaks: Coldsnap - Charges Ice magic into her weapon and spins around, creating a spiral of arctic wind that sends huge ice crystals outward from the spiral in all directions. Costs all remaining MP.
Strengths: Magical strength | High stamina | High speed Weaknesses: Magic (especially Fire) | Reckless | Highly susceptible to status ailments
Personality: Having had to put up with doing as everyone else told her all her life, Thalassa rarely lets others give her orders now that she is free to move around the world as she will. She isn't the type to bow her head or kneel to anyone often - she is a confident person who rarely resorts to shouting or raising her voice, even when she's angry or frustrated. That being said, she is a very friendly person, at least to those who respect her individuality. But nine times out of ten, rather than spending time with friends, she'll be out hunting for treasure from one corner of Aseavan to the next. Flaws: Overconfident, Stubborn, Idealistic, Heavy daydreamer, Tender-hearted, Untrusting, Obsessed with success, Obsessed with treasure, Supersticious, Hyperactive Likes: Treasure, adventure, water/swimming, music, coffee, animals, hanging out with the merpeople Dislikes: Being on dry land for too long, sitting still in one place, being bored, being told what to do, seeing animals in cages or being mistreated Fears: Failure, settling down/being stuck in one place, losing her treasure collection, trusting people or putting her whole heart into something
Family: Mother, father, grandparents, and three brothers, all alive, though she hasn't seen them in some time.
Bio: The young woman's life has mostly been filled with people telling her what to do and pointing her in whatever direction they choose. She was born on the island of Gale, where cold lasted longer in the year than in most other places, and she was surrounded by boys in her family - strong boys who had a habit of picking on their sister. Instead of curling up in a corner, she became tough and cold as the land of her birth, and became accustomed to giving out a fierce stare wherever she went. As everything was shared in the family and she had little to no privacy, she took to collecting small things such as rocks and old coins and placing them in a tiny bag she held on her person, keeping them to herself as a sort of treasure collection. She had no problem helping her father and mother with their work - chopping wood, fishing, constantly clearing snow from the front of the house - but there came a day when a stranger came to the island, clad in purple robes none of them had ever seen before. As he walked through their small town, he looked down at the tiny girl that she was - only six years old - and smiled softly at those mean eyes. "You'll do." After speaking with her parents for the longest time, it was decided that young Thalassa would go to live with the old wizard - for that was what he was - and learn from him to become his heir. The old man lived on a closeby island that she had never known to exist, and though it was close to her wintry birthplace, it hardly ever snowed in this new home of hers. They were the only human inhabitants of this island, and they lived in a grey stone tower that seemed bound to collapse at any moment. Regardless, it lasted all the years in which she lived there, learning not magic, but more work. Every day was spent cleaning the tower or tending to the old man's garden, and once a day, he would tell her to follow him to a fenced-in area behind the tower. This was where he taught her to defend herself - not with magic, but with her hands and feet. This went on for many years, and the longer it lasted, the more frustrated she became. When she was twelve years old, the wizard called her to his room to tell her that he was dying, and gave her the task of traveling to a land called the Frozen North to find a hermit that would complete her training. He gave her a map to guide her way, and told her that his island now belonged to her, if she chose to keep it... then he drew his last breath. A huge gust of wind picked her off of her feet and threw her out of the tower, and the doors sealed shut, seemingly never to open again. With the map in hand, she picked a few vegetables from the garden for the road, and hopped in a boat and rowed away. After braving the harsh cold of the forests in the Frozen North, she arrived at the foot of a tall mountain, which she spent several days attempting to climb, somehow succeeding in the end. Near the summit, she entered a well-lit cave to find a middle-aged woman who introduced herself as a former friend of the wizard. After having the child as a guest for several days, she came to her decision. "You'll do." Instead of "beating around the bush", as Thalassa claimed the old man had, the hermit went straight to teaching her magic spells. Within three years, the woman announced that she had taught the girl everything she needed, and that she must now teach herself. She gave her a scarf to help her in the cold outside, and a strange bracelet with moon and star symbols for whatever reason Thalassa could only guess, and bluntly told her to leave. From that moment on, she traveled the world as she willed, doing whatever her heart desired - which was usually hunting legendary treasure in the vast forgotten corners of the world. As she wandered the world, her hard exterior began to soften a bit, making friend-making a lot easier than it had been. Though she visited her family, she could no longer bear to stay in Gale for more than a moment. When she finally decided to have a place to call home when taking a break from her travels, she returned to the wizard's island and gazed upon the sealed tower, touching the stone walls as if it might have some magical effect. Though she was locked out, she was still intent on living on the island. "Home sweet home." By the time she turned eighteen, she had built a tiny wooden cottage near the tower, where she spent her days when not out adventuring. It was at this time that a man wearing a strange mask visited her, and offered training to her in an art with which she was unfamiliar. It was shortly after this that her heart was bound to a weapon somewhat like the one claimed by this new tutor of hers: a Keyblade. "You'll do." For eight long years, he has been coming and going, giving her lessons in the use of the blade and disappearing again. Though she could never find him in all of her travels through Aseavan, he could find her. And he always did, all the way to her twenty-sixth birthday, when her training was drawing to a close...
Sample Post:
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Posted: Sun Apr 05, 2015 8:27 am
Permission to unlock Diamond Cuffs?
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Posted: Sun Apr 05, 2015 11:17 am
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Posted: Sun Apr 05, 2015 1:38 pm
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Posted: Sun Apr 05, 2015 11:26 pm
Ability/Limit Additions and changes for James Piercing Shot: Imbuing energy into his Hexagun, James' next shot gains the effect of Piercing(Ignores Protect/Shell) Vaulting Shot: James unleashes a blast from all six of his gun's barrels creating a high recoil shot that projects him vertically or horizontally(20 feet at maximum can be adjusted for lower vaults) this move can be combined with Dash to give it a longer range and can be used in the air to keep him aloft. Phantom Roll: James can cast a 6-sided die roll of his choice on himself and nearby allies. Summons are also a viable target. Each roll possesses a different effect. A person can only have two different rolls active on themselves at one time; a third roll removes the oldest remaining Phantom effect. A roll of 1 has no effect. Rolls of 2,3,4, or 5 usually have varying levels of success. A roll of 6, however, inflicts the Bust status, resulting in no effect as well as limiting James to 1 roll effect on himself. Bust wears off after 2 posts. Stat Rolls: Abilities in the Phantom Roll skill tree that effect targets stats. Stat rolls last for 3 posts and can be cast upon James and 4 other allies total. The stat is increased depending upon the outcome of the roll. 2-4=+2 and 5=+4 to the effected stat.
Chaos Roll: Increases the Strength stat depending upon the outcome of the roll. Monk’s Roll: Increases the Defense stat depending upon the outcome of the roll. Wizard’s Roll: Increases the Magic stat depending upon the outcome of the roll. Magus’ Roll: Increases the Resistance stat depending upon the outcome of the roll. Blitzer’s Roll: Increases the Skill stat depending upon the outcome of the roll. Ninja Roll: Increases the Reflex stat depending upon the outcome of the roll. Bolter’s Roll: Increases the Speed stat depending upon the outcome of the roll. Gallant’s Roll: Increases the Constitution stat depending upon the outcome of the roll. Warlock’s Roll: Increases the Energy stat depending upon the outcome of the roll.
Special Rolls: Additional abilities in the Phantom Roll skill tree. These rolls have individual conditions for them depending upon the roll. 1 remains Null, 2-4 grant the regular bonus, 5 grants the maximum bonus and 6 still results in the Bust effect. Evoker’s Roll: Grants the Refresh status to 3 nearby targets for 3 posts and James cannot cast it upon himself. 2-4 grants a 10% mana regain. 5 grants a 15% regain. Dancer’s Roll: Grants the Regen status to 3 nearby targets and himself for 3 posts. 2-4 grants a 10% hp regain. 5 grants a 15% regain. Scholar’s Roll: Reduces the cost of mana used for the next post for James and 3 other targets. The amount of the reduction is dependent upon the outcome of the roll. If 2-4, reduces the cost by 1. If 5, reduces the cost of mana by 3. Caster’s Roll: Grants a charge bonus to James and 2 other nearby targets depending upon the outcome of the roll. 2-4= +1 Free charge. 5=+2 free charges. Healer’s Roll: Increases the potency of a heal spell by healing a certain percentage based upon the outcome of the roll. The roll effects James and 3 other nearby targets with a duration of 3 posts. 2-4 grants a 10% bonus. 5 grants a 15% bonus. Fold: James can dispel the effect of one of the two active rolls that are on him. Doing so also removes the roll from the other people targeted. However, Fold cannot be used to remove the Bust status. Limit Breaks 1) Lunar Charges may or may not be consumed by Limit Breaks, decided per use. 2) If consumed, Lunar Charges may provide either a blatant power boost or a bonus effect of some kind related to the individual limit (Level 1)Elemental Burst- James unleashes a single offensive elemental shot from all six barrels at once, multiplying the shot’s strength by six. (Level 2)Might of the Beast- James is granted a +1 bonus to Strength (Level 3)Lucky, Lucky- For the next 3 posts all Phantom Roll abilities that James uses will grant their maximum bonus regardless of the outcome of the roll. (Level 4)Howling Moon- James uses all of his MP to unleash a massive attack of Lunar Energy. James Lunar Charges can also be consumed to increase the amount of damage. (Level 5)Lunar Redemption(Limit Form)- At the cost of all of his MP and all of his Lunar Charges, James’ body is consumed by raw lunar energy, resulting in a bestial form of almost pure lunar light. James’ HP combines with his MP and his Strength becomes his Magic stat. Additionally, James can use any elemental and lunar abilities without utilizing his Hexagun. The limit form lasts for 3 posts and at it’s conclusion James returns to normal with as much HP as he had left to begin with and 0 MP. (Level 6)Luna's Wrath- Regardless of time of day or conditions, the sky darkens, night settles, and a full moon reveals itself from behind a veil of ominous clouds, charging James with a full course of Lunar Energy. James then focuses all of his Lunar Energy into a single blast, pointed directly at the moon. The moon flashes brilliantly, blinding combatants, before beams of Lunar light begin to shower down like a violent torrent of rain, causing catastrophic area of effect damage.
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Posted: Wed Apr 08, 2015 10:04 pm
[NAMELESS]
Added Passive: Corrosive Darkness: The Nameless is an insidious thing, it’s very being imbued with the intent to taint and leave behind lasting damage, therefore it's bladed attacks( either stabbing, slashing or cutting of any kind) are likely to leave scarring remnants. Unless preemptive healing treatment is administered, victims will be left with something to remember it by. (Healing resistant, requires at least above basic cure)
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Posted: Wed Apr 08, 2015 10:15 pm
Approve of both James' set and the Nameless' passive
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Posted: Wed Apr 08, 2015 11:56 pm
Also approve of Kyla's and James's stuff
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AldrickZearse Vice Captain
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Posted: Sat Apr 11, 2015 6:40 pm
New Generation Template Name: Kay'la Yukinekove Aliases: Kay, Warrior of Light Species: Miqo'te Homeworld: Eorzea [Alive that she knows of] Age: 25 Gender: Female
Appearance:
Height: 4'11" Weight: 120lbs Body Type: Athletic Skin type: Fair Eye Color: Right blue, left pale yellow Hair Color: Black with brown highlights Hair Style: Wore in high pigtails and bangs and hair going down the side of her face. Accessories: A sapphire ring on her left hand. Unusual Markings: Light brown a large brown line on both her cheeks and two going down her forehead. A line scar across her nose and her right cheek. And black cat like ears and a cat like tail with brown on the tip. Clothing / Description: The picture has it all.
Theme Song(s):
Significant Trait: Sarcastic Quotes: "Meow" "Hydaelyn save us." "Know what if you can do it any better, go sing your own songs and don't go crying to me."
Good/Evil/Other: Good Element: None Weapon: Bow (Artemis bow) Job Class: Bard
Commands: Circle of Fire- A flame charged arrow is shot at the ground and a circle of fire of about 5 feet in distance around it which will last for 3 posts. Poison shot- An arrow charged with poison is shot at the target. Charged Arrow- An arrow with her energy, longer it is charged more damage it does. Rain of Death- Kay'la shoots arrows into the sky that charge energy before they fall in a shower onto the target enemy and those around it.
Songs-Songs sung by Kay'la to aid the battle, due to also shooting and concentration on the battle she can only sing one song at a time.
Song of Healing- Kay'la's sings a peaceful song that heals her nearby allies, lasting as long as she sings. (regen)((Can only sing one song at once) Song of Power- Kay'la's voice rises up to aid an ally, increasing their next spell/attack's power by 10% Voice of Heart- A song that heals allies of esunible ailments. Screech- A song that damages an enemy. (poison) Hasty Voice- A song that hastes nearby allies. Sad Song- A slow song that slows an enemy down. (slow) Supports: Concentration- With great focus, Kay'la can continue singing while flinging arrows at her target. Quick Nook- If not using a skill (such as poison shot) Kay'la will still shoot multiple arrows (2-3) at her target.
Limit Breaks: Song of Life - Kay'la sings a song with all her power reviving allies nearby and restoring full health and magic to them. (Healing and magic restoration doesn't apply to Kay'la)
Strengths: Able to shoot and damage from a distance. Mobile. Weaknesses: Unable to defend from close ranged attacks.
Personality: Sarcastic and brash to a fault and is not afraid to speak her mind and tell someone the truth. Though she seems hateful and mean, she is loyal. Kay'la will stand by her allies side to the end. Hard out of the mind of survival. She will protect and serve, but will never get too close to anyone. Flaws: Hard, Indifferent, Withdrawn Likes: Singing. Walking in forest areas. Dislikes: Wine and large gatherings Fears: Her past
Family: A older brother on her home world
Bio: A wandering warrior of her world. Once called a hero, she now runs as a fugitive from a crime she denies any involvement in. After barely escaping, leaving her friends behind. On the journey to both hide from those who would imprision her while searching for a way to clear her name. Kay'la has since been swept away into darkness. Now lost into unknown a different world. Now stranded, she is set on finding her way to her home and clear her name
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Posted: Thu Apr 23, 2015 7:01 pm
Kingdom Academy Character App  Name: Markus Flintworth (Prefers to be called Mark) Galiant: Calcifer (Howl's Moving Castle) Age: 17 Gender: Male Class: First Year
Appearance Height: 5' 4" Weight: 115 Hair: light brown, kind of an olive shade of brown Eyes: Emerald Green Skin: Pale with a bit of red Build/Body Type: well fit, thin, bit muscular
Personality: Mark is a pretty shy guy, even though he has so much to say to everyone around him. He can be talkative if you get the conversation to spark. Mark can also be very kind to others and be determined in every class he takes. He can also get pretty emotional when people 'play' (Lies, toys him around, not honest) with him. Likes: (A Guilty Pleasure) Chemistry, Sculpting, & Baking Dislikes: Liers, Too much book assignments Fears: Heights, Hope to be Lost
Weapon: Stainless Throwing Knives with each having a different Zodiac Symbol Abilities:
Fast Speed - Can rush encase of something dangerous happens Keen Eyes - As keen as a hawk, He can spy on people from 15 ft away from him. Crystal Eye - Able to locate the area where any Heartless are at for a short while (1 minute), but will not be able to work for the rest of the day
Spells:
Water Gun - Shoots target with water bullets Nutty Break - Heals Alley/Galiant a little bit Bare Necessities - Over-runs a big, clear area with plants, vines, and traps for enemies (10 yards)
Strengths: Magic, Silence, Speed Weaknesses: Tactics, Deception, Combat (He's strong, but not strong enough)
Stats
HP: 32 MP: 20
Attack: 10 Defense: 8 Magic Attack: 10 Magic Defense: 9 Speed/Agility: 13
Bio: When Mark was a small kid, he dreamed of becoming a Keyblade Master because his father was a healer for the keyblade war. His father would always write him letters on how the war was going and things that have happened. Mark has always looked up to his father for advice, but for one day, his father was told he was offered to be a Keyblade Wielder for the war. His father took the job in an instant. He wrote his son the final time and told him he won't be able to have much time to write to him no more, and that was when he began to grow up.
A few years later, he, with his mother's permission, applied to Kingdom Academy. He was so excited, he could barely stand that he was stuck at home until he get's accepted. Two days later, he received a fancy letter in the mail, telling him that he was accepted into the Academy. Mark rushes through the front door and goes to his mother. He told his mother the good news and said he was to pack up his things because the letter told him to be at the academy tomorrow. His mother gave Mark him a tight hug with a good bye kiss when he grabbed all the things he needed for the Academy.
He grabs his Galiant, Calcifer, and puts him in a safe pot for him to be in. Mark rushes back outside to head towards the Academy Express and rides his way to his new life, new adventure, his new hope of reunion to soon come.
"Kingdom Academy, here I come!"
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Posted: Fri Apr 24, 2015 9:56 pm
What's up with sending Raz a notification with the spoiler tag? =O
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