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fractalJester
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PostPosted: Thu Jul 13, 2017 7:25 pm


Name: John Oravec
Aliases: John
Birthdate: November 28, 1991
Gender: Male
Alignment: Neutral Good

HP: 48
MP: 21
FP: 3
SP: 4
APR: 4

Evasion: 12
____PAC: 13
____MAC: 14

Fortitude: 18
Will: 20
Dodge: 20

MPA:

Appearance Tall and skinny with good amounts of muscle tone
  • Height:
  • Weight: 180
  • Body Type: Tall, muscular
  • Skin type: Fair, pink tone
  • Eye Color: Green
  • Hair Color: Brown
  • Hair Style: Combed, neat and sharp
  • Accessories: None
  • Unusual Markings: None
  • Clothing: Slim fit Jeans, dark fade. Grey Suede walking sneaker. Brown sweater with a dark toned undershirt.

Theme Song(s):


Significant Trait: Happy Go Lucky
Quotes:




Job Class: Dark Knight / Berserker(summon-granted)
Weapon: Lowlander Slaughter Sword
Element: None

Stats:
  • Strength: 14
  • Magic: 9
  • Dexterity: 10
  • Defense: 8
  • Resistance: 10
  • Reflexes: 10
  • Speed: 14 + 1
  • Constitution: 12
  • Energy: 7

Command Abilities: Found Here

Support Abilities {32AP/35AP}:
  • Bloodied Warrior {Personal} – John’s Strength power increases the more he takes damage. At 75%, he grows 1.1x stronger; at 50%, 1.25x; at 30%, 1.33x; and at 10%, 1.5x.
  • Cleave (Personal) - if John kills an enemy, he may follow up with a regular attack on a nearby enemy
  • Power Through Blood {Class} – The Dark Knight calls upon greater strength through understanding the weight of true sacrifice; they can use HP in place of MP on a 1-to-1 basis, and the ability’s power grows by +1 for every HP spent.
  • Decay Screen {Level 4} – John reduces the effects of hostile Decay-elemental magic by 50%.
  • Darkness Screen {Level 6} – John reduces the effects of hostile Darkness-elemental magic by 50%.
  • Speed Boost {Charm} – +1 to Speed stat.
  • Heart's Resistance {Story} – In defeating and accepting his own darkness, facing down dark possessors, and tapping into the light of his bonds, John's heart has grown resilient, gaining a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will.
  • MP Charge {Free} – Also known as KH2 Style. On running entirely out of MP, the character enters MP Charge. After 2.5 full rounds of ApR, your MP will be returned to full.
  • Scan {Training} – In battle, John can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green.
  • Unlimited Chance (20AP)– Ensures you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP. Nullified if a Limit Break is used.
  • Combo Plus {4AP} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times.
  • {Combo Boost {5AP} – Increases the damage of every consecutive, uninterrupted basic attack after the second by +1, cumulatively. Third gets +1, fourth gets +2, etc.
  • Attack Bracer {3} – Makes one immune to Interruption while in the middle of basic attack combos.



Limit Breaks:








Strengths: Positivity, humor, Intelligence
Weaknesses: Wisdom

Personality: Fun, loving, happy go lucky, little random
Flaws: Forgets little things constantly, can wear on others with humor
Likes: Sex, Sleeping, Food
Dislikes: Assholes (the person kind),
Fears: Rejection by friends and family

Intimacies:
_____Defining:


_____Major:


_____Minor:



Family: One sister, one father, one mother
Bio:

Summon: Bahamut
Summon Appearance:
Summon Personality:
PostPosted: Thu Jul 13, 2017 7:34 pm


Name: Joe
Aliases: N/A
Birthdate: January 20th
Gender: Male
Alignment: Neutral Good

HP: 40
MP: 32
FP: 3
SP: 4
ApR: 3

Evasion: 13
____PAC: 14
____MAC: 18

Fortitude: 17
Will: 25
Dodge: 21

Appearance:
  • Height: 6’1
  • Weight: 195
  • Body Type:
Average
  • Skin type: Pale
  • Eye Color: Blue
  • Hair Color: Reddish Blond
  • Hair Style: Buzzed Short
  • Accessories: Black rimmed glasses.
  • Unusual Markings: Series of scars on left hand(thumb, palm), right leg(shin), and torso(left side of abdomen)
  • Clothing:

    Theme Song(s):


    Significant Trait: Analytical
    Quotes:
    • “I don’t think you thought this through.”
    • ~weary sigh~
    • “Wrong move.”
    • “Actions have consequences. Arrogant actions especially”
    • “I wake up, have five cups of coffee, and then go about my day. Heightens the senses.”
    • “I end the day with a variety of liquor. Dampens the existential dread.”


    Job Class: Wraith
    Weapon: Rapier and Dagger (Aspera and Astra) [Melee]
    Element: Space

    Stats:
    • Strength: 7
    • Magic: 11
    • Dexterity: 13
    • Defense: 7
    • Resistance: 15
    • Reflexes: 11
    • Speed: 11
    • Constitution: 10
    • Energy: 8

    Active Abilities: Found Here

    Support Abilities {35/35}:

    • MP Assault {Free} – Also known as MPA and KH1 Style. You gain 1 MP every 2 successful or blocked basic attacks
    • Scan{Training} – In battle, Joe can innately discern the general life force of those around him, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green.
    • Mana Shield {Personal} – Joe’s unusual level of magical resistance even protects itself, making him immune to attempts that lower his resistance or cut him off from his magic. [Immunity to Shear, and Silence/Fog]
    • Warp Drive {Personal} – Teleportation abilities cost less. Details left to the mods.
    • Arcane Scourge {Class} – The Wraith is a natural at twisting power against its designs, their anti-magical energy surging in the presence of hostile magicians. Their offensive abilities that specifically target magic or magical energy are innately boosted by +2 in the attack roll, though against Conjured entities, items, or lingering effects, these anti-magic spells instead are 50% more potent than as usual (rounded up). Furthermore, once per full round, when an enemy in melee range attempts to cast a spell, the Wraith may “retroactively” spend their next action lashing out with a negating pulse that may unravel the spell before it is successfully cast. The counter is a basic ([D20+REF] vs [D20+SPD]) conflict that does no damage, nor does it work on Limit Breaks or equivalents, but it causes woven magic to dissipate ala Dispel. Charging mages that have immunity to interruption will still lose one accumulated charge due to the Wraith’s latent anti-magic energy. Mages attempting a Magic Combo with immunity to interruption will lose the spell itself, but the combo will continue, simply missing the lost spell.
    • Addle Block {Charm} – Joe is immune to Addle.
    • Slow Block{Charm} – Joe is immune to Slow.
    • Space Eater {Element} – Joe absorbs hostile Space-elemental magic.
    • Time Peril {Element} – Joe takes double damage from hostile Time-elemental magic.
    • Ice Screen {Level 4} – Joe reduces the effects of hostile Ice-elemental magic by 50%.
    • Earth Screen {Level 6} – Joe reduces the effects of hostile Earth-elemental magic by 50%.
    • Endurance of the Beyond {3} – Joe has a permanent +1 to Resistance.
    • MP Haste {5} – Increases the number of MP for MP Assault to 1 per basic attack
    • Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks.
    • True Bracer {8} – Joe is immune to interruption.
    • Combo Finisher {2} – If you successfully use at least three basic attacks without being interrupted, the final attack can become a Finisher, adding +3 damage and various other enhancements. Multiple enhancements may be equipped, but only one may be used per finisher.
    • Guard Break {3} – Enhances Combo Finisher with Pierce and automatically breaks any attempt to block.



    Limit Breaks:
    • Eldritch Blade
    • Great Maw Beyond
    • Arcane Necrosis
    • Room
    • Warp Spasm
    • Big Bang


    Strengths: Resistance, Dexterity, Reflexes, Magic
    Weaknesses: Strength, Defense.

    Personality:
    Flaws:

    Intimacies:
    • [Subject] ([Emotion])
    • ¬¬ Family and Friends (Sense of duty)
    • Powerlessness in the face of evil (Greatest fear)
    • Immature behavior in serious situations (Disdains)
    • Pseudointellectuals (Disdains)
    • Alone time (Enjoyment)
    • Purple (Likes)
    • Cooking (Likes)
    • Reading and Research (Likes)
    • Mushrooms (Dislikes)
    • Coffee (Likes)


    Family:

    Bio: After the loss of his home, Joe spent a week wandering the new world in search of answers. Surviving day to day against a number of threats, he eventually joined with the group on the Seventh Day after they returned from their battle in Atlantis. While one of the more recent members of the group, Joe proved an able ally during their battles in Narnia.
    Summon: Atomos, the Cavernous Void
    Summon Appearance:
    Summon Personality: If summons are supposed to reflect some aspect of the user, Joe sincerely fears what exactly Atomos says about him. Arrogant, condescending, and megalomaniacal, the living void nonetheless has a sense of noblesse oblige towards the rest of existence, who he views as peons worthy of his magnificent presence. While they grate on each other’s nerves regularly, Joe and Atomos have come to respect each other over time.

  • fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
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    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200
    PostPosted: Thu Jul 13, 2017 7:42 pm


    Name: Kyla
    Aliases: ‘Kai’
    Birthdate: Aug 11
    Gender: Female
    Alignment: Neutral Good

    HP: 32
    MP: 56
    FP: 3
    SP: 6
    APR: 2

    Evasion: 12
    ____PAC: 13
    ____MAC: 14

    Fortitude: 17
    Will: 20
    Dodge: 20

    MPA: 1/2 per attack (1 per 2 attacks)

    Appearance
    • Height: 169cm
    • Weight: 130
    • Body Type: Lean, Curvy
    • Skin type:Light Tan
    • Eye Color: Black Brown
    • Hair Color: Black Brown
    • Hair Style: Layered Long with bangs and fly away parts. Often worn in semi braids.
    • Accessories: Feather attachment at the ends of semi braids.
    • Unusual Markings: Sensitive Spot on the top of her head.
    • Clothing: Dressphere Outfit: Gestalt Form -

    Theme Song(s):






    Significant Trait:Creative
    Quotes:

    • Let me think…
    • I’m Sorry
    • ~ higher pitched growling sound~
    • “Nyaaaa!~”
    • ~ Agreeable hum sound~
    • No- that’s a BAD idea and you should FEEL bad for thinking it!
    • Of COURSE..!*fed up tone*
    • Really??! REEEEEALLY?!?!?!
    • Sometimes I hate it when I’m right…
    • ……. {Called it!} *says internally*


    Job Class: Black Mage
    Weapon: Pensword / Grimoire
    Element: None / Protection

    Stats:
    • Strength: 9
    • Magic: 15
    • Dexterity: 10
    • Defense: 7
    • Resistance: 10
    • Reflexes: 10
    • Speed: 10
    • Constitution: 8
    • Energy: 14


    Command Abilities: Found here.

    Support Abilities {23/35}:
    • Mana Font {Personal} – All of Kyla's spells have their mana cost reduced by -1 MP, minimum total 1 MP.
    • Shining Eyes, Silent Song {Personal} – Kyla's eyes faintly glow in the dark, and her magic pulses like blood through her veins; she is immune to Blind and Silence.
    • Primal Evocation {Class} – The Black Mage is adept harnessing great power from small aspects, from striking sparks into flames to building breaths into storms; their spell level bonuses for damaging magic are increased by +50% (+3 [stat] instead of +2, +6meters instead of +4m, +2 actions/rounds instead of +1, 200% damage for split projectiles instead of 150%, etc.).
    • Scan {Training}
    • Blessed by the Four Corners {Level 4 + 15 AP} – Kyla naturally reduces by 50% the damaging effects of hostile magic of the four medicine wheel elements: Fire, Air, Earth, and Water.
    • Guardian in the Blood (Lightning Screen) {Level 6} – As a child of the raven, her ancestral line is guarded by the Cloo, A bird of storms. She’s sheltered by its wings, and the effects of hostile Lightning-elemental magic are reduced by 50%
    • Auto-KO Block {Charm} – Kyla is immune to Auto-KO.
    • Child of the 4 Corners {3 AP} – Kyla’s been embraced by the four elements of the medicine wheel. When an enemy uses hostile magic of the elements fire, air, water, or earth, she has a chance to absorb the energy of the spell. At a total miss (<10), she has a 100% chance; at a near miss (between [10+REF MOD] and [PAC/MAC/RAC]), the chance is 67% (2/3); and on a successful attack, there is a 33% chance to take half the energy of the spell, minimum 1. Auto-hits and statuses also have a 67% chance (on fail) or 33% chance (on success).
    • Elemental Seal {3} – Increases her MAG by +1.
    • Schematic {2} – Kyla's Grimoire records all previously-Scanned (or otherwise observed) information for future use. In such future battles, whenever Kyla looks to her Grimoire, applicable information from earlier battles automatically shows up; this allows her to already have a significant understanding of new-yet-related enemy types. The grimoire hosts compiled information of previous battles and can thus accurately ascertain the makeup of similar unknown enemies if they carry similar traits and powers. Similar traits and drawn up automatically when they signal a resonance.



    Limit Breaks:
    • Birn Strike, Level 3 – In a burst of anger, Kyla’s pen rushes across her paper, summoning forth an awe-inspiring ethereal bird, much larger than the other two levels of Birn Strike. It soars at the opponent within the blink of an eye for massive explosive damage.

    • Lotus Finale – Up to 6 allies are granted +3 to both PAC and MAC, as well as Flight of Blades for 3 posts.

    • Redrawn – Kyla can heal up to 5 party members/allies for a vast amount of health and energy--up to 50% of their maximum HP and MP. If any of the chosen five are K.O.'d, they are instead Raised at 30% HP.




    Strengths: Magic Strength, Magic Defense, Energy ; Kyla is very empathic and can easily understand the feelings of other people when they're up close( used a survival skill in hostile environments). She's very stubborn and once set to a task she rarely gives up on it. She's also a very good outdoorsman and has utilized most of her senses when outdoors. Intelligent, decisive and strong willed, when she is urged beyond her timid-ness Kyla is revealed to have a big heart and a sharp mind, the truth will spew from her lips at times, the effects on people may vary.

    Weaknesses: Physical Strength and Defense (When not aided by magic) ; Her sense of hearing is often troublesome. Harsh pitches and specific sounds great hurt or just irritate her. Kyla used to wear her mp3 player all the time, not just to listen to calming music, but also to filter out harsh sounds that hurt her physically. A genetic sickness she's inherited from her family causes her much trouble sometimes in span of a month’s time.(1-2per. 30 days) During this time she gets what she describes as 'fits', and is completely vulnerable, and reduced to such a state she is very ashamed of.


    Personality: Since being thrown into the Kingdom Hearts universe Kyla’s persona has evolved and has a split depending on the people around her or the situation presented to her. Both sides present their own strengths and weaknesses but both tied by a similar theme.

    “-Seven days in results in a Crouching INTJ, Hidden INFJ”-

    Predominantly an INFJ personality type she’s gentle, caring, complex and highly intuitive. Artistic and creative, she lives in a world of hidden meanings and possibilities. Everything she makes can have layers of personal meaning that only she understands or recognizes. While being creative, and intelligent her mind can focus on fantasy more than reality. While this makes her a quiet person, she is curious, and possesses strong convictions. Naturally attracted to sad things, Kyla fears doing the wrong things, thus strives to be the perfect observer, while still being avoidant of compromising her personal secrets or feelings. Instead the artist stick her nose into her sketchbook and that will be the end of it.

    However; When things get serious Kyla can switch her approach and take the role of the INTJ, aka, “The Strategist.” In this state Kyla becomes introspective, analytical, and a determined person with a surprisingly natural leadership ability. But being reserved, she is reluctant to assume such a role. Instead she’ll prefer to stay in the background while leading and or guiding those taking charge. Strategic, knowledgeable and always adaptable in her plans, she has a talent in bringing ideas from conception to reality. Sadly, Kyla expects perfection from herself (impossible of course) as well as others and can only be comfortable with the leadership of another so long as they are competent. This mean if she begins to see signs of possible corruption, she will not hesitate to stop taking orders, always believing that following blindly is folly. In her INTJ state Kyla can be decisive, open-minded, self-confident, attentive, theoretical and pragmatic.

    Flaws/Talents:

    The Good:
    Immune to most emotional manipulation.
    An excellent listener with acute emotional empathy.
    Take a very serious approach to her responsibilities.
    Confidence in personal skills with an abundance of knowledge.
    Seeks deeper understanding of personal relationships.
    Unusually talented and very insightful.
    Devotion to the ideals of love, romance, friendship and the like.
    Can recognize and adapt to peoples emotional states; thus capable of flipping her approach to confuse an observer as to the true nature of her own personality.
    Skilled with communication, especially non-verbally.
    Strives to go above and beyond her regular duties and always trying to self-improve.


    The Bad:
    Poor understanding of her own emotions and needs to the point of outright negligence to even acknowledge them.
    May be unwilling/unable to see when a bond is falling apart.
    Vulnerable to specific kinds of conflict and critic from trusted peers- thus will avoid personal confrontations at all costs; if such an event is unavoidable she’ll counter with cold, nearly heartless logic.
    Sometimes thinks she’s always right, while at other times not trusting herself at all.
    Can expect too much from herself and others, and will put too much blame on personal failures, dwelling in guilt.
    Using defensive detachment, she has a bad habit of shutting herself in emotionally when she suspects someone is giving off particular negative feelings beyond what she can handle.

    Likes: Nature, the Ocean, music, Fantasy(books/legends ect), anything strange, scary, anything multicultural or having to do with swords, and Drawing of course
    Dislikes: Cocky, pushy and or Rude people. Seeing natural things being ruined. Insolent ignorance or arrogence. Being called a very specific curse word and Red sauce spaghetti.
    Fears: Achluophobia- Fear of darkness.

    Intimacies:
    _____Defining:


    _____Major:


    _____Minor:



    Family: A mother, father, little brother, and a big sister she tends to never mention. ((Erased along with the Earth))
    Bio: Many can vouch they would never want to trade lives with this person. She lived excluded and isolated from childhood. Barriers of racial mixture, intellectual level and family/financial issues created conflict and constant state of turmoil. In order to survive she learned how to cut herself off mostly from others from the inside and created various coping devices. As she grew older and things got harder, Kyla created an inner world for herself. She disappeared mentally into this world when she was unable to handle any strain from the outside. Despite opposition she clung to an ideal optimism that things would change and this hope carried her through till the events of HA began.

    After a terrible confrontation during the eradication of Earth Kyla is in denial of something she did before appearing in the KH universe at the summoning of the wizard of Disney Castle Merlin. She was handed a simple book before her soul bound (From Deep Dive) version appeared and drew a door into Agrabah where she joined the first group of earthlings on their journey. Though Kyla wants to restore her world, she actually doesn't want to go home. Kyla comes into this story having wanted a change of her fate form the beginning and doesn’t know what to make of this opportunity, but seeks to do her best.


    Summon: Carbuncle, "Tyue"
    Summon Appearance: ???
    Summon Personality: ???
    PostPosted: Thu Jul 13, 2017 7:51 pm


    Name: -To be honest, no one will ever call me by my Chinese name-
    Aliases: Feather
    Birthdate: August 16
    Gender: Biologically female, identify as a Fern.
    Alignment: Chaotic Good

    HP: 40
    MP: 32
    FP: 3
    SP: 4
    APR: 4

    Evasion: 14
    ____PAC: 15
    ____MAC: 16

    Fortitude: 23
    Will: 25
    Dodge: 29

    MPA: You gain 1 MP every basic attack.

    Appearance
    • Height: Five feet, maybe 1 inches tall
    • Weight: Light [95-100 pound range]
    • Body Type: Small and short but their legs are longer
    • Skin type: Average, lightly golden.
    • Eye Color: Really dark brown near black shade
    • Hair Color: Black, but in the sunlight you can see it is a very dark brown pretending to be black.
    • Hair Style: Bands swept to one side left side, depending if hair is long or short will have different styles. Layered.
    • Accessories: A golden feather hairpin on the left side of their hair, a silver necklace
    • Unusual Markings: Not any they is aware of.
    • Clothing:

    Theme Song(s): Playlist


    Significant Trait: Eccentric
    Quotes:
    • "I'm such an a*****e"
    • "a*****e!"
    • "Darn"
    • "Balls"
    • "Cripes"
    • *Many random noises*
    • "I dunno?"


    Job Class: Spell Fencer
    Weapon: Giant Scissors that split into two butterfly swords, though slightly longer
    Element: Decay

    Stats:
    • Strength: 15
    • Magic: 8
    • Dexterity: 6
    • Defense: 8
    • Resistance: 10
    • Reflexes: 14
    • Speed: 15
    • Constitution: 10
    • Energy: 8


    Total: 92 Stats + 2

    Command Abilities: Found here

    Support Abilities {40/40}:
    • MP Assault {Free} – Also known as MPA and KH1 Style. You gain 1 MP every 2 successful or blocked basic attacks.
    • Scan {Training} – In battle, the user can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green.
    • No, ******** you. {Personal} – Auto Veil, +5 to Fort, Will and Dodge.
    • [Name] {Personal}
    • Rapid Adaptation {Class} – The Spellfencer can activate and switch between En-spell buffs reflexively, reducing the actions required by -1.
    • Decay Eater {Summon} – 'Too toxic for you' Feather absorbs all hostile Decay-element effects.
    • Nature Peril {Summon} – 'Life is too hard to live' Feather treats hostile Nature-elemental effects as twice as powerful.
    • Fire Screen {Level 4} – ‘The heat never bothered me anyways’ Feather reduces the effects of hostile fire-elemental magic by 50%.
    • Earth Screen {Level 6} – ‘Mountain Child bitches’ Feather reduces the effects of hostile Earth-elemental magic by 50%.
    • Pain Block {Charm} – Immunity to Pain.
    • Silence Block {Charm} – Immunity to Silence.

    • Ice Risk {+5} – “Cold does bother me, a lot” Increases damage from the specified element by 50%. Can only have two equipped, and may never be your primary element.
    • Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times.
    • Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times.
    • Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times.
    • Combo Boost {5} – Increases the damage of every consecutive, uninterrupted basic attack after the second by +1, cumulatively. Third gets +1, fourth gets +2, etc.
    • Combo Finisher {2} – If you successfully use at least three basic attacks without being interrupted, the final attack can become a Finisher, adding +3 damage and various other enhancements. Multiple enhancements may be equipped, but only one may be used per finisher.
    • True Bracer {8} – Makes one immune to Interruption. Replaces all previous Bracers.
    • MP Haste {5} – Increases the number of MP for MP Assault to 1 per basic attack OR decreases the time to complete a full MP Charge to 2 full rounds of APR.
    • Blind Screen {1} – Increases your save against the specified status by double the amount invested.
    • Poison Screen {1} – Increases your save against the specified status by double the amount invested.
    • Speed Boost {3} – Speed increase by 1.
    • Strength Boost {3} – Strength increase by 1.


    Limit Breaks:
    • Choo-Choo Pollution – A spew of smoke containing an assortment of status effects in entire area. [Random Chance of 5 different statuses being inflicted, and Doom. Because Doomtrain.]
    • Heavensward – Feather drops a giant feathery sword and sweeps the field with it.
    • One Autumn Dance – [A self super buff? Or might be similar to old Fiora Blade Waltz Ult XD ]
    • JUSTICE, BITCHES! – Feather throws their blades into the air and raining down from above are multiple version of the blades smiting all below like the insignificant little ants they are muwhahahahahhahacough.




    Strengths:
    -Persistence, really the type to go and do and finish what they started
    -Good at repetitive tasks and hard labour
    - Crafty in more ways than one
    -A good Secrets holder
    -Good sense of smell and hearing

    Weaknesses:
    -Small, so sometimes has problems reaching things
    -Doesn't say things unless people ask, because why waste the breath when they aren't going to listen in the first place?
    -A bit aggressive....never-mind, all the aggressive
    -Has one way thinking sometimes
    -Her lone wolf tenancies

    Personality:
    A person is such a multi-layered thing, it’s nearly impossible to pinpoint everything about them. Here is just a few basic notes about Feather and their….bucket load of personality problems.

    [Brutality]
    There is a lot of things which can be considered brutal on Feather’s part. Brutal honesty that sometimes is just unnecessary, firm unwavering opinions about things, extreme brutal sometimes a*****e judgement, and many many more. Blunt as all hell, they don’t really think about people’s feelings sometimes when they talk. They call it as they see it, even though the viewpoints might not be the same it is sometimes nice to know someone is going to say whatever is on their mind without any weird wiggly confusing things.

    Feather is actually an extremely spiteful person and is actually always angry about something unsaid. At the extreme levels, Feather is very violent. There has been times Feather will suddenly draw their weapon on something without a single word, threaten people at weapon point, and slap people in an angry fit. Also known to throwing their fists around, Feather seems to have a constant twitch in their hand to do something before something unsavoury happens. This is visible of their right hand and the twitching of the thumb as if trying to press a button rapidly. Feather still has not gotten the anger management classes they need, but they are working on it...slowly. However, they will never purposely hurt people they care about.

    Positive: Will call it as it is, will not beat around the bush
    Negative: Sounds like an a*****e all the time and sometimes...all the time aggressive.

    [Not stupid, just acting stupid to lower the guard of everyone including my comrades]
    Look, Feather is comedic relief and they know it. It’s their only useful skill and it works wonders as a distraction and other things. Now what people shouldn’t do is drop their guard around Feather, because there is a high chance Feather is thinking of something ahead of time and no one will ever know until it’s too late. They are actually the methodical and logical type, not that anyone other than people who are reading this would know. It also happens that they tend to be really really really erratic with everything they do anyways so it’s a weird organized chaos if it could be called that. Despite being a systemic person, Feather is also a impulsive random blarg for some reason, like the glitch in the matrix that makes them want to run around in a banana outfit throwing rubber chickens at people while cartwheeling on a skateboard and singing Stay Alive. Why? Who knows.

    Positive: Hey, sometimes Feather might have 1 good idea.
    Negative: Feather also has 99 bad ideas which gets jumbled and mixed together with that one good idea.

    Even though personality is explainable in mental theory, the actions physically may not match up at all.

    [The Front]
    Feather is literally a giant contradiction from the beginning with their actions and thoughts. Mostly fueled by smiling, joking, going along with what everyone else says, and being extremely loud to compensate for the dead silence at times, this is the typical Feather. Needless joking about themselves, unnecessary delight in jesting about their flaws and constantly being an annoyance. This is also coupled by impulsive nature and the acting of being a bubbly person. It is the easiest to get along with, the way to connect on a surface level to strangers, speaking with a lighthearted tone and using humour to defuse situations.

    There are systems to Feather’s brain, paths and functions, formulas and lists, the world are numbers to Feather. Everything has a place, a concept, a reason. If this method is the quickest, most effective after comparison, Feather will comply. Being realistic about how every plan will fail to the point they need to set up multiple back-ups behind other people's backs because they cannot trust people to do the job. A quick thinker, this is very dangerous in stressed situations.

    Under time pressures and constraints, emotionally pressing problems or being under stress, Feather performs like a fine tune robot. Running on pure gut instinct, everything is a factor and that factor is paranoia. Feather will be on alert about their allies; no they are not allies, pieces, assets or liabilities, useful or useless. Everything is an object, to be used or to be scrapped or removed, pushed aside or non-material in the statement. This is the worst condition because Feather will not take human responses and emotions into account; everything should just function and if it doesn’t, ignore it.

    Flaws:
    ->Unnecessary need for childish joy and excitement
    ->Violent and volatile and aggressive
    ->Stubborn to high hell
    ->Really likes to do their own thing independant thing
    ->Acts on their brain simulants
    ->Enjoys watching other people fail
    ->Tends to antagonize/be the devil's advocate when they doesn't need to
    ->Hold grudges forever
    Likes:
    Weird things, sweets such as pudding and cakes, tea, video games, sleeping, mountains, mass destruction, plotting, sewing and fashion and costumes, fire and burning things, being alone and being with manageable people, cackling, friends, textures
    Dislikes:
    Being crowded, spicy food, Loud noises, too many people, having to deal with people, people in general, authority, the cold, people hurting the select few they consider friends, being touched by people they don't know, not being able to do something/being stopped from doing something, not being able to move, stupid people, being told they are wrong even if they have evidence and proof and information to back everything up, too many choices on a menu, favourite things being removed from the menu because they are not popular, eggplant, being in a room with tall people, having to reach tall places, being asked to get something in a tall place with full knowledge it will be impossible and yes that includes using a ladder, big dogs that jump on people, being yelled out, just in general pretty much everything that isn’t things they like
    Fears:
    Fear of Drowning: Feather can not swim. Attempts to work on it, still not a good swimmer.


    Blood Relatives:
    Mother
    Father
    Cat-Not blood related of course but extremely important.

    Bio:
    When Feather entered the deep dive, all this time they thought they were in some sort of really realistic dream as they have had previously before.

    Being dropped into Shibuya from The World Ends with You, which was not the first time their dreams take them to the high fashion streets and throw them into the Game a lot, Feather happened upon their fusion pin with Doomtrain, and no partner. Strange and different, not like it was a problem to begin with, Feather happily went through the first seven days in Shibuya having the grandest time...until the end where our resident Composer decided it was better for Feather to go to Disney Castle and take part in the whole situation over there. Despite being more than confused and actually wanted to stay in Shibuya, Feather was whisked away and got their a** dropped into a fountain right by Disney Castle.

    Reality kicked in.

    "....Darn."


    Other Trivia:
    • Tendency to sigh a lot
    • Used to dance, picks up movement quickly
    • Remembers a bunch of weird things
    • Has a bad habit of raising their voice when talking
    • Sucks at singing and does it anyways, can rap and beatbox though


    Summon: Doomtrain
    Summon Appearance:
    Normally:
    Doomtrain normally summoned will be some weird cat bus hybrid with train parts. It will be small and compact, about the size of two bread loaves. Sometimes it will become a flying steam whale with train parts. It will always have a derpy cat face (:3) all the time.
    Summoned for Battle:
    Doomtrain looks giant, majestic, and ready to doom everything and run people over. It's skull face properly chiseled and fearsome, and the smell of coal and death fuming from it's pipes. Very normal Doomtrain actually.
    Summon Personality:
    Doomtrain...is confusing. Because of it's oddness of it's small form, it doesn't talk much and merely replaces everything with odd noises.
    Actually when actually speaking to other summons, it sounds similar to an old man snarky tone and has much of a pretentious gentleman vibe along with some disdain for everything.
    Not that it matters because most of the time no one really knows what Doomtrain is thinking.

    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200

    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200
    PostPosted: Sun Aug 13, 2017 2:50 am


    Name: Dawn
    Birthdate: For Earthlings; 9/5
    Gender: Cis-Female
    Alignment: Good

    HP: 52
    MP: 56
    FP: 3
    SP: 6
    APR: 3

    Evasion: 10
    ____PAC: 12
    ____MAC: 14

    Fortitude: 20
    Will: 24
    Dodge: 16

    MPC: 8 Actions (-3 when damaged)

    Appearance:
    • Height: 5'7"
    • Weight: 230lbs
    • Body Type: Curvy
    • Skin type: Light skinned with freckles
    • Eye Color: Dark blue
    • Hair Color: Brown
    • Hair Style: Thick and pass the shoulders, usually worn down or in a ponytail
    • Accessories: Glasses (but most of the time she has them off because of her dress sphere), an angel pendant with sapphires and clear jewels on a chain she wears on her neck.
    • Unusual Markings: None
    • Clothing: S/E


    Theme Song(s):
    • Reflection from Mulan
    • Brave- Idina Menzel
    • Polovtsian Dances and Chorus- Naoto Suzuki feat. Martha (battle theme)


    Significant Trait: Compulsive
    Quotes:
    • "Don't try, DO!"
    • "Well... s**t"
    • "Even the darkest room has a small glimmer of light."
    • "….Sorry."


    Job Class: Astrologian
    Element: Non-elemental/Purifying Magic

    Stats:
    • Strength: 5
    • Magic: 14
    • Dexterity: 4
    • Defense: 10
    • Resistance: 14
    • Reflexes: 6
    • Speed: 11
    • Constitution: 13
    • Energy: 14


    Command Abilities:
    • Astrology – Magic granted to Dawn through the power of the unseen stars and the heavens
      • Star Children – Dawn calls forth lights from the heavens which rains down on the battlefield, dealing non elemental damage to all enemies within range. It also grants a weak Regen-like effect on all allies. Must be charged and maintained for the rain to continue. Max casting length is 3 turns.
      • Star Chain – Stars wrap around one enemy like barbed wire. Can cause Bind (MAG against Fortitude), and if successful, can also cause Sap (MAG against Will) until the target is able to break free. To free themselves, they must roll a basic Fortitude save each turn against the original Bind value, freeing themselves on a successful roll. The Bind’s strength is reduced by 50% (of current total) each turn after the first.
      • Celestial Opposition – Dawn releases a burst of the star's power from herself. The burst released a pure energy that causes weak damage to all enemies within 15 feet of Dawn, with a chance to cause Stun.
      • Star Dust – Dawn summons small lights like stars around her and to the battlefield. They act like small lights that illuminate even the darkest rooms. Increases saves against Fear by +10.
      • Dark Side of the Moon – Dawn grants Vaniga to one ally.
      • Shooting Star – Dawn channels a star into the sky like a tracking beacon.
      • Constellations – Channeling through her staff, Dawn projects a constellation of stars to aid her and her allies in their fight. While under their power, they also grant her extra spells to use. If she chooses, she can call upon the spell of another Constellation, however it costs double the amount of magic it normally does.
        • Aquarius ~ Passion Within – Casts Faith on all allies.
          • Always There – Casts Devotion on an ally.
        • Pisces ~ Reflecting Pools – Casts Reflect on all allies.
          • Fish in the Bowl – Casts Bubble on an ally.
        • Aries ~ Endurance of a God – Casts a veil on the field that slightly decreases the amount of energy it costs to cast magic. (All MP costs reduced by -1)
          • Weapon of War – Enhances a single person's weapon with barbs for a short period of time (3 rounds). Each of their attacks have an additional chance to cause Bleed.
        • Taurus ~ Charge of the Bull – Casts Haste on all allies.
          • Horns of the Bull – Casts Pierce on a group of allies.
        • Gemini ~ Dual Protection – Casts Blink on all allies.
          • Twincast – Enhances an ally with Quicken for their next turn.
        • Cancer ~ Lunar Protection – Casts Barrier on all allies.
          • Lunar Light – Casts Veil on a group of allies.
        • Leo ~ Roar of Courage – Casts Bravery on all allies.
          • King's Strike – Casts Valor on an ally.
        • Virgo ~ Inner Strength – Cast Regen on all allies.
          • Revitalize – Casts Cure and Esuna on a group of allies.
        • Libra ~ Protecting the Just – Casts Protect on all allies.
          • Shield against the Unjust – Enhances a group of allies with Nul-Darkness.
        • Scorpio ~ Sting of the Scorpion – Gives Dawn's allies a +5 bonus to all hexing attempts.
          • Venom of the Scorpion – Casts En-Poison on a group of allies.
        • Sagittarius ~ Eye for an Eye – Casts Focus on all allies.
          • Right on Target – Casts Precision on an ally.
        • Capricorn ~ Goat Strikes – Casts Potency on all allies.
          • Billy Goat – Casts Lucky Shot on an ally.
      • Stars on Your Side – Using concentrated magic and increasing the mana cost by one level, Dawn can grant a constellation’s effects upon a single person, giving that person the buff that constellation processes for 3 turns.
    • Purifying Magic – A school of magic granted to Dawn by her summon, Seraph.
      • Will of the Fundament – Dawn calls upon celestial power to channel the elements themselves, fusing the elements with her purifying powers.
        • Dia – NE; Blasts of raw purifying energy that deal bonus damage to negative entities, with the damage increasing based on how much malign will they hold; up to double damage versus creatures solely made of negativity, such as Heartless. [This can be developed into a tree of Dia-abilities]
        • Judgment's Flames – Fire; A swath of fire that damages foes and potentially Ignites them; greater chance of Ignite if they are still Addled by Holy Water.
        • Grace's Retreat – Ice; Dawn condemns a small area, and those within can feel the positive energy rush out; allies are granted Blink while within, while enemies are slowed by Frost.
        • Righteous Bolt – Thunder; Dawn calls down a powerful strike of lightning on one of her foes, but the electricity chains out to all those within melee range; enemies take half the normal damage, while allies are given an boost of adrenaline, granting them one (1) additional action.
        • Holy Water – Water; Dawn calls a gentle shower over an individual target; the water washes away the most prominent ailments in allies (Esuna), or wracks a foe's mind with doubt and uncertainty (Addle).
        • Sacred Ground – Earth; Dawn consecrates an area of the battlefield, boosting the defenses of allies that remain inside (Protect+Shell) while weakening the defenses of enemies who stray within (Expose+Shear). Requires a charge.
        • Angel's Breath – Wind; Dawn unleashes a strong breeze from behind her, rushing forward in a straight line; the gust momentarily boosts the Speed of all allies it passes through, but turns into razor wind at the first enemy it touches, surrounding them in a thousand small, Bleeding cuts.
        • Eden's Vines – Nature; Dawn calls up a rapid collection of vines in a small region; the vines, all covered in thorns, damage foes and attempt to ensnare them, first constricting their legs (Cripple), then—if successful—trapping their arms against their bodies (Disable).
        • Sin's Plague – Poison; Dawn calls down a spectral swarm of locusts, which rush forward as a collective cloud; those it passes over take damage while potentially also afflicting them with Imperil.
        • Celestial Fury – Space; Dawn calls on the energy of the celestial heavens, and a storm of Comets begin to rain down upon the battlefield; all foes have a 50-50 chance of being struck each turn, for three turns; requires two charges.
        • Beginning and End – Time; Dawn evokes the divine in a concussive blast around her, granting herself and adjacent allies Haste, as well doing raw damage to nearby enemies and potentially Stopping them. Requires a charge.
        • Holy Light – Light; Dawn conjures a column of pure, elemental Light to strike down her target for exceptional damage (+6 MAG). Requires a charge.
        • The Absence – Dark; By evoking divine resonance, Dawn calls upon the sensation of divine lack, removing the very purpose from her target's soul. Causes half the normal damage, but has a chance to cause Confusion and Fear. Requires a charge.
      • Celestial Blessings – Dawn channels divine aid into the world.
        • Inquisition – Dawn enhances some allies with Vigilance.
        • Compassion's Shroud – Dawn enhances some allies with Veil.
        • Blessing – Dawn grants one ally with Regen and Refresh; cannot be self-cast.
        • Intervention – Dawn bestows a second chance upon a single ally, granting them Reraise.
        • Salvation – Dawn can cast Cure, Cura, or Curaga on a single target, following their normal potency rules.
        • Angel's Life – Dawn casts Raise or Arise on a single target, paying the appropriate mana cost as necessary.
        • Wings of an Angel – Dawn is granted from Seraph a pair of angel wings that grant her Flight.



  • Support Abilities {33/35}:
    • Stars In My Eyes {Personal} – Magic of the stars now reflect within Dawn's eyes, enhancing her ability to see in the dark. She can also see the hearts of her allies, letting her see them in most instances.
    • Behind the Mask {Personal} – When Dawn takes magical damage, she absorbs 50% of the spell's MP (rounded up) to restore her own magic.
    • Practiced Rituals {Class} – The Astrologian's All=Cast abilities cannot be interrupted, and said abilities have cost reduced to their spell level.
    • Light Screen {Level 4} – Dawn reduces the effects of hostile Light-elemental magic by 50%.
    • Wind Screen {Level 6} – Dawn reduces the effects of hostile Wind-elemental magic by 50%.
    • Silence Block {Charm} – Dawn is immune to Silence.
    • Pacify Block {Charm} – Dawn is immune to Pacify.
    • MP Charge {Free} – Also known as MPC and KH2 Style. On running entirely out of MP, the character enters MP Charge. After 2.5 full rounds of ApR, her MP will be returned to full.

    • Charge Bracer {3} – Makes one immune to Interruption while charging Magic.
    • Second Chance {10} – Ensures you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP. Can only occur once per battle, and is nullified if Limit Break is used.
    • SOS Wall {10} – Grants Wall status when you reach critical health. Replaces SOS Protect and SOS Shell if Present.
    • MP Wrath {10} – Grants 30% of damage taken back as MP, minimum 3. Shortens MP Charge by 3 actions. Replaces MP Fury.


    Limit Breaks:
    • Ophiuchus, the 13th – Dawn calls upon the wrath of the final Constellation. The stars come alive as the form of a towering god. His twin snakes wrap around the enemy, binding it. At the same time the god is charging a non-elemental orb in his hands. When he is done, the snakes dive their teeth into the enemy, right before the enemy is blasted with non-elemental energy.
    • Forbidden Magic – Dawn summons Meteor down from the heavens to engulf the battlefield.
    • The Elements – Dawn calls upon the magic of all elements: Fire, Ice, Wind, Earth, Water, Thunder, Time, Space, Dark and Light. She concentrates the powers into her staff, before unleashing it into a rainbow light of multi element damage.
    • When You Wish Upon a Star – Enhances one ally with Aura, Devotion, Valor, and Precision for their next turn.
    • Sei Ten Teishi – Dawn is charged with the Divine energy of the stars and heavens. She releases the light on the battlefield, blessing the five closest allies. The star light washes over them with the effects of Arise, Full-Cure, Esunaza, and restores 50% of their Energy.
    • Name – Details


    Strengths: Magic support/healing, Energy
    Weaknesses: Strength, defense

    Personality: Emotional and compulsive. Acts in the moment instead of thinking things through. Cares about those around her, people pleaser. She also hates conflict and apologizes way too much.

    Flaws: Absent minded, Childish, Disability- Farsighted, Fixation, Gullible, Klutz, Overemotional, Predictable, Soft-hearted, Timid, Too Trusting

    Intimacies:
    _____Defining:
    • Family and Friends (Love/Loyalty)
    • Loneliness (Fear)

    _____Major:
    • Books, Music, and art (Imagination/Enjoyment)
    • Disappointing her father (Anxious fear)
    • Selfishness and deluded pride (Anger and annoyance)

    _____Minor:
    • Cats, Owls and Angels (Loves/Obsession)
    • Fish and Thunder (Squirmish Fears)
    • Ketchup, mustard, salad dressing and most other condiments (Yuck!)



    Bio: Dawn spent several days wandering The Land of Dragons before she was found by Leon and company. Through them she was united with Bobbi and James. As she traveled with the other 'Earthlings' Dawn fought to right the wrong she made when this started, not protecting her nieces and nephew. Now that she knows their hearts are safe, with the rest of her family, Dawn continues to fight on. She has now vowed to ensure that her family has a safe home to return to.


    Summon: Seraph
    Summon Appearance: Seraph, an angel summon, has large wings. Long light brown hair and green eyes. She wears a white and green dress.
    Summon Personality: Bossy, but caring. Seraph is still rough around the edges and not afraid to scold Dawn when she needs to behave or get her head together. Seraph will protect Dawn and aid in her fight with her all.
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