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Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:25 am


Nevermind. I'm so busy this isn't feasibly possible. x_x Maybe when I'm done with school next year ( 2018 ).

WIP



Table of Contents


About
The Point System
Stats
Abilities
Combat
Combat Rules & Etiquette
How to Apply
Plot Progression

^also WIP, just copied and pasted from Convergence
PostPosted: Sun May 21, 2017 7:26 am


WIP



This is basically a remake of HA. It's not exactly HA, but the premise will be the same. We get sucked into the KH universe. We'll start out in our world, in Nebraska. The guildies are meeting up in real life as a group, and Nebraska was the most central/economic location for everyone to meet. We'll go to the Renaissance Fair together, and that's where something will happen that pulls us into KH. To make things run smoother, the 'guild' isn't a RP guild; instead, we all know each other from our MMORPG guild. HA in this RP will refer to an online KH MMO.

Convergence helped me figure out the mechanics, and other short falls. The stat system was already fairly simple, but I don't like having to roll dice–it feels like an unnecessary step, so I'm taking that part out. No one has to roll, it'll just be STR or the ability vs DEF or MDEF, and if the attack is stronger, you hit, no roll needed.

The point system will change a bit. You still get points to spend on your abilities or stats as you see fit, but word count will be irrelevant. It'll be 5 points if you post at least once a week. If you post twice in one week, you'll get 6 points.

Another short fall I noticed was that I can't do it all on my own. I got facts mixed up and messed up a few parts of Convergence, went out of order. Too many players to keep track of. So I'll need help running the RP, someone to help keep track of the point system, help be the bad guy(s), trigger plot points, etc.

We started out with a lot of characters all at once last time, quite overwhelming, so this will have a starting limit. Gotta think how much. It'll depend on how many co-GMs sign on to help.

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:28 am


WIP



You gain experience points by posting. Points can be used to upgrade your stats and abilities. Later on, you can upgrade weapons.

1 Post a Week = 5 Points
2 Posts a Week = 6 Points

The week starts Sunday, and ends Saturday.

You may spend your points however you like, and at any time. They must be in your point pool. A GM will give the points out each Sunday. We'll keep track of them. Add them to any of your stats or abilities, or save them to buy a new ability.

To spend points, just message a GM, or post in the OOC. Once you get the OK, you can go edit your profile. This isn't an approval process–GMs can't say no–it's just so we know you spent points, so we can keep track.
PostPosted: Sun May 21, 2017 7:29 am


WIP



There are four stats.

Hit Points (HP)
Strength (STR)
Defense (DEF)
Magic Defense (MDEF)

Hit Points

Everyone starts out with 100 HP. You can lose HP during combat, but if you reach 0 you are not dead, only knocked out. No one can kill you without your permission.

You can increase you HP by spending points. 1 point = 1 HP

If you lose HP during combat, you can spend points to regain it right away. Otherwise, HP will automatically refill on the 1st of each month (I may change this to 1 week, depending on how active the RP is).

Strength

Everyone starts out with 10 STR. Strength determines how hard you attack with your weapon, or your body (punching, kicking, etc).

You can increase your STR by spending points. 1 point = 1 STR

Defense

Everyone starts out with 10 DEF. Defense determines if you are hit, or if you are able to dodge against physical/non-magic attacks. It determines if you take damage from an attack, or not. If you successfully defend against an attack, you can chose whether or not you dodged it, or it just didn't hurt you.

You can increase your DEF by spending points. 1 point = 1 DEF

Magic Defense

Everyone starts out with 10 MDEF. Magic Defense determines if you are hit, or if you are able to dodge against magical attacks. It determines if you take damage from a magical attack, or not. If you successfully defend against a magical attack, you can chose whether or not you dodged it, or it just didn't hurt you.

You can increase your MDEF by spending points. 1 point = 1 MDEF

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:30 am


WIP



Everyone starts out with 3 abilities. You will get them sometime during the Renaissance Fair, but you can choose them now. There are only certain abilities available, which you can choose from the list below. You'll get 3 more abilities at the completion of each story arch. Bad guys will have more abilities to choose from.

Abilities will work like stats. Starting abilities begin with 10 points. Those 10 points count toward your attack, or defense, depending on what the ability is supposed to do. When a ability does 1.5x damage, that means it's attack is multiplied. If Fire has 10 points invested in it, it's attack will count as 15 against Ice and Wind defenses.

You can increase the effectiveness of your ability by adding points to it. They will level up each 10 points invested in them.

Passive Abilities

Everyone starts out with 1 passive ability. There isn't a pre-written list for this, just apply and we'll let you know if it's too powerful. Passives are always in effect. For example, being able to see in the dark. Passive abilities don't have any points; they are what they are.

Special Ability

Everyone will get one special ability. This can be something you make up, and we'll look at it to see if it's too powerful. Some ideas are invisibility, or glide. Special abilities don't have any points; they are what they are.

Ability List



Elemental Magic

All basic elements can do the following:

    Level 1 (Fire):
  • cause damage to a single opponent, or
  • coat weapon (lasts 3 turns)
  • create sheild/barrier (lasts until destroyed or dismissed)
    Level 2 (Fira):
  • cause damage to either a single opponent, or split evenly between enemies (no limit to the number of enemies), or
  • coat weapon (lasts 5 turns)
  • create sheild barrier
    Level 3 (Firaga):
  • cause damage to either a single opponent, or multiple enemies at full power on each enemy (if 30 points, then 30 ATTK on each target), or
  • coat weapon (lasts until dismissed)
  • create shield/barrier


User Image


Forbidden Elements have special abilities. You will gain points in these depending on your actions in game. Points will be handed out by the GMs. Abilities will be revealed as earned.

User Image


User Image


Black Magic is only available to Bad Guys. All of the Break abilities and Curse automatically work, they ignore DEF and MDEF. The rest are defended by MDEF. Drain will only take the HP from the damage that is dealt.

User Image
PostPosted: Sun May 21, 2017 7:31 am


WIP



Attacking Physically

STR + Weapon

When attacking with just your body, punching, kicking, etc., your attack is worth whatever your STR stat is + your weapon.

Sally's STR stat is at 10.
She also has a weapon that has 5 points invested in it.
Sally's attack is 15.


Defending

DEF or MDEF + Modifier

When defending, your defense is worth whatever your DEF or MDEF stat is, plus whatever buff you've got; could have a shield, or have protect casted on you, etc. If it's a physical attack, DEF will block it. If it's a magical attack, MDEF will block it.

Jim's DEF stat is at 10.
Jim has a shield with 7 points in it.
Jim's defense is worth 17.

Because Jim's defense is higher than Sally's attack, he takes no damage. Additionally, he can role play how it missed, or if it hit and just had no effect.


Taking Damage

What if Sally's attack did do damage? Let's say Jim has no shield.

Jim's DEF stat is at 10.
Jim's DEF is worth 10.

Because Sally's attack is 15, and Jim's defense is 10, Sally's attack hits and does damage.
The damage is the difference. 15 minus 10 = 5.
Sally did 5 damage.
This damage is taken out of Jim's HP stat.
Additionally, Jim gets to RP the attack hitting him.


GMs will keep track of the damage that's done. You can spend points to recharge your HP, or it will automatically refill after your character has had an extended chance to rest.

Attacking with Abilities

When you use an ability to attack, the attack is whatever point level the ability is at. If your Fire ability has 10 points invested in it, the attack is worth 10. This is the same as a normal attack with your body, so I won't give another example of that.

Charging Your Abilities

You can take 1 turn, 1 post, to charge up your ability. This will add +10 to the ability's effectiveness. You can do this and also attack and defend and use a different ability.

Jim's 1st Post:
Jim charges his Fire ability.
Jim also attacks Sally with his fists.
His attack misses.

Sally's 1st Post:
Sally RPs how Jim's attack missed (or hit and did no damage).
Sally attacks and hits, doing 2 damage.

Jim's 2nd Post:
Jim RPs how he took a hit.
Jim uses his Fire ability. His Fire ability has 10 points invested in it. Additionally, he charged it, so it gets a +10 point boost.
10 ability points + 10 charge = 20.
Jim's Fire attack is worth 20.


Defending with Abilities

Defending against an ability attack is the same as defending normally. If you want to defend with an ability, say an Ice Shield, or whatever, you can do this in addition.

Let's say Sally cast an Ice Shield at the beginning of the fight, and it surrounds her. She can cast her magic through it, and fight like normal.

Jim attacks with Fire, worth 20.

Sally's Ice Shield is worth 10 points.
Sally's Ice Shield defense is worth 10.

Because Jim's attack is higher than Sally's Ice Shield, his attack overcomes the Ice Shield, and shatters it. Sally's Ice Shield is destroyed.
Additionally, the difference of the attack gets through to Sally's normal MDEF.
20 minus 10 = 10
His Fire attack is now worth 10 toward Sally herself.
Sally determines if the attack does her damage by the normal method of defending.
MDEF stat 10


What if Sally didn't already have her Ice Shield up? She can throw it up as a reaction, but she won't be able to use another one of her abilities during her turn. See the Actions Per Turn (APT) rules in the post below.

Attacking with a Weapon

You will get a weapon during the RP. Most weapons will start out with 10 points invested in them.

When attacking with a weapon, add your STR stat + the weapon points

If the weapon is coated with magic, its attack is split. First it does the magical damage (the ability's damage), against the player's MDEF; and second it does your STR stat + the weapon points against normal DEF. So it's like attacking twice, really, if it's coated with magic. ninja

Sally's STR stat is 10.
Sally's sword has 10 points invested in it.
STR 10 + Sword 10 = 20
Sally's attack is worth 20.


Defending with a Weapon

Defending with a Weapon works the same way as attacking. If you are holding a weapon, you automatically get this perk.
DEF stat + the weapon points

Jim attempts to defend himself. He is holding his weapon.
DEF stat 10 + weapon points 10 = 20
Jim's defense is 20.

His defense is equal to Sally's attack, so no damage is done. Jim will get to RP how he successfully defended.


If an ability is 'coating' the weapon, such as a flame enchanting spell, the ability's points are considered MDEF when blocking with that weapon.

----------------------------

MISC:

In all cases: If there is ever a tie, the defender wins.

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:33 am


WIP



When posting in combat, the attacker should post their attack, and the strength of their attack. They can also post what they plan on the attack doing, and what effect they plan for it to have. But they can never determine the result of the attack.

The attacker attacks and does whatever other actions during his post. He determines the power behind his attack, and edits that into the bottom of his post. His post is now over. It is now the defender's turn to post.

The defender will calculate their defense.

Miss: The defender RPs how the attack missed. Did it hit, just do no damage? Did the defender dodge out of the way like a boss? However they want to RP it.

Hit: The defender RPs how the attack hit them and did damage. Did it straight up skewer them, or did it narrowly hit? However they want to RP it.

Exception: If an ability-attack hits, and has a special thing it does upon hitting, that thing must happen.

For example, if someone has an ability that has a chance of disarming an opponent 20% of the time, that must be calculated as well, but only if the attack hits. If the ability-attack hits and does damage, it now has the 20% chance to disarm the opponent. The defender rolls to determine if they are disarmed.

Actions Per Turn

You can invest points into Actions Per Turn (APT) to gain more APT. 50 points invested means 1 more action is granted. 100 means another after that. That's the limit. So if you have 100 points invested in APT, in addition to the below you could also cast two more abilities, or attack two more times, or use an ability and attack, or however you want to mix that up. Still only one charge per turn.

Defense - unlimited
This refers to normal defense, not ability-defense.
Charge - 1
You may charge one ability at a time.
Attacks - 1
This refers to using a weapon or your body to attack.
Ability - 1
Defensive or Offensive, you can use only one ability per turn.

You can use one ability, and charge a different ability. For example, you can charge a Fire ability, and use your Ice ability. The next turn you use your charged Fire ability, and you can also begin charging a different ability.

1st turn:
Sally charges Fire.
Sally attacks with Ice.

2nd turn:
Sally attacks with her charged Fire.
Sally charges Ice.
PostPosted: Sun May 21, 2017 7:34 am


WIP



Open and accepting.

Fill out the template for the character that you'd like to play, and post in the Roleplay Audition Thread.

Weapons will all be added as the RP is played. OR, because we begin at the Renaissance Fair, you can begin with whatever weapon is on you. So if you just bought a weapon there, or if you came dressed up, that's what you'll start with. Even if it's made of foam, it'll become real when we're sucked into KH.

Earthling Application Template

[size=14][u][b] Earthling Application:[/b][/u][/size]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]

[b]HP:[/b] 100
[b]STR:[/b] 10
[b]DEF:[/b] 10
[b]MDEF:[/b] 10

[b][u]Abilities[/u][/b]
[b]Name:[/b]
[i]Description:[/i]
[b]Name:[/b]
[i]Description:[/i]
[b]Name:[/b]
[i]Description:[/i]

[u][b]Passive Ability[/b][/u]
[b]Name:[/b]
[i]Description:[/i]

[u][b]Special Ability[/b][/u]
[b]Name:[/b]
[i]Description:[/i]

[u][b]Weapon(s) & Armor:[/b][/u]


Bad guys get to start stronger, and with more abilities available to them. They'll be able to use status-effecting abilities, like paralyze, confuse, and other d**k moves. Because they're bad guys.

Bad Guy Application Template

[size=14][u][b] Bad Guy Application:[/b][/u][/size]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]

[b]HP:[/b] 120
[b]STR:[/b] 15
[b]DEF:[/b] 15
[b]MDEF:[/b] 15

[b][u]Abilities[/u][/b]
[b]Name:[/b]
[i]Description:[/i]
[b]Name:[/b]
[i]Description:[/i]
[b]Name:[/b]
[i]Description:[/i]

[u][b]Passive Ability[/b][/u]
[b]Name:[/b]
[i]Description:[/i]

[u][b]Special Ability[/b][/u]
[b]Name:[/b]
[i]Description:[/i]

[u][b]Weapon(s):[/b][/u]
(discuss w/GMs)

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:36 am


WIP
PostPosted: Sun May 21, 2017 7:37 am


WIP

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:38 am


WIP
PostPosted: Sun May 21, 2017 7:40 am


WIP

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:42 am


WIP
PostPosted: Sun May 21, 2017 7:43 am


WIP

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200

Psalm Grasshopper

18,750 Points
  • Tycoon 200
  • Money Never Sleeps 200
  • Person of Interest 200
PostPosted: Sun May 21, 2017 7:45 am


WIP
Reply
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