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The Twilit Road to Dawn (abilities list and combat rules)

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Faera Meralin

PostPosted: Mon Mar 03, 2014 6:14 pm


Physical abilities:

Guard: Standard defensive action

Stun Guard: Defensive action that stuns an enemy upon successful block

Restoring Guard: Defensive action that restore health upon successful block

Aero Guard: Defensive action that knocks an enemy back upon successful block

Dodge Roll: Roll, jump, dash, etc. out of the way of an incoming attack

Sliding Dash: Dash towards an enemy and deal mild damage on hit

Fire Dash: Dash towards an enemy and deal moderate fire damage on hit

Thunder Dash: Dash towards an enemy and deal moderate thunder damage on hit

Dimming Dash: Dash towards an enemy and deal moderate dark damage on hit

Sonic Blade: Dash up to 6 times at an enemy and deal moderate damage with each hit

Ghost: Leave an afterimage behind and appear near an enemy, swinging 5 times at up to 6 targets, dealing moderate damage with each hit (can attack the same enemy more than once)

Time Splice: Cast Stop on all enemies in an area before appearing near an enemy, swinging 5 times at up to 6 targets, dealing moderate damage with each hit (can attack the same enemy more than once)

Ars Arcanum: Begin a series of 10 powerful strikes that cannot be blocked, dealing moderate damage with each blow (can be interrupted)

Ars Solum: Begin a series of 6 powerful strikes that cannot be blocked, dealing heavy damage with each blow (can be interrupted)


Important:
Guards can be used midair

Ghost and Time Splice cannot be used by characters that rely excessively on brute force

Ars Solum cannot be used by characters that don't rely excessively on brute force
PostPosted: Mon Mar 03, 2014 6:48 pm


Magical Abilities:
Fire/Fira/Firaga: Fires a homing bolt of flame that deals minor/moderate/heavy fire damage on hit

Blizzard/Blizzara/Blizzaga: Fires a piercing bolt of ice that deals minor/moderate/heavy ice damage on hit

Thunder/Thundara/Thundaga: calls down lightening in a small/moderate/large area, dealing minor/moderate/heavy thunder damage to all enemies in the area

Magnet/Magnera/Magnega: creates a powerful attractive force overhead that deals minimal/minor/moderate damage and suspends all enemies in a small/moderate/large area for 1/2/3 turns

Gravity/Gravira/Graviga: increases the force of gravity in a tiny/small/moderate area, dealing minor/moderate/heavy damage and stunning them for 1 turn

Zero Gravity/Gravira/Graviga: suspends all enemies in a small/moderate/large area, dealing minimal/minor/moderate damage over time and rendering them unable to act for 1/2/3 turns, enemies struck while suspended are confused for 1 turn on landing

Reflect/Reflera/Reflega: creates a barrier that absorbs all damage in 1 turn before exploding and dealing minimal/minor/moderate damage to all enemies in a small area around you

Stop/Stopra/Stopga: manipulate time in a small/moderate/large area, causing all enemies to freeze, taking no damage, but unable to act for 1/2/3 turns, and enemies struck while frozen will be stunned for 1 additional turn while damage is applied

Fire Surge: cloak yourself in Fire and dash forward, dealing moderate Fire damage 7 times to all enemies in melee range

Thunder Surge: cloak yourself in Thunder and dash forward, dealing moderate Thunder damage 7 times to all enemies in melee range

Dimming Surge: cloak yourself in Darkness and dash forward, dealing moderate Dark damage 7 times to all enemies in melee range

Dark Cannon: launch 6 orbs of Darkness in a cone or straight line in front of you, dealing moderate Dark damage to any enemies struck

Black Shield: projects a shield in front of you that deflects attacks and knocks back and deals minor Dark damage to enemies that touch it

Transcendence: receive minor damage to create a field of energy in a moderate area around you that first suspends, then tosses enemies around, dealing heavy damage over time

Black Haze: dash up to 5 times towards an enemy, leaving a trail of Darkness and dealing moderate Dark damage with each hit (can be interrupted)

Tornado: creates a Tornado at the caster's location that suspends all enemies caught in a moderate area around it and deals heavy damage over time (caster can move and will bring effect area with him)

Faera Meralin


Faera Meralin

PostPosted: Wed Mar 05, 2014 9:40 am


Power abilities:

Limits: actions taken by 2 or more allies to perform powerful moves that deal damage in unique ways (more in next post)

Trinity Limit: a Limit that deals heavy or greater damage across a large area depending on how many allies participate in the limit

Final Spark: a massive blast of raw power across a huge area that deals extreme damage to all enemies caught in the blast, but the user receives moderate damage and cannot use spells for 5 turns afterwards

Reactions: this means that your character is capable of quickly recognizing a powerful ability and countering effectively, however, because such actions require precision timing and concentration, Reactions must be role-played carefully and, if not presented in a believable manner, the Reaction will fail and your character will take the full brunt of the damage
PostPosted: Wed Mar 12, 2014 8:51 pm


Limits:

Limits are a combined assault from 2 or more allies that last 5-10 rounds depending on the complexity of the Limit. Limits are forged by 2 or more companions who have a measure of trust in each other and have experienced combat together. To put it precisely, your characters must know each other well enough to fight as a single unit.

Limits provide unique abilities to both characters that cannot be used outside of the Limit, typically because they require actions from both characters at exactly the same time. Limits typically deal moderate damage during all but the final sequence of attacks, which cannot deal more than heavy damage.

Limits must be agreed upon before hand by all members involved and you must come up with the Limit abilities together. Once the agreement is made, send me or another GM a pm containing a list of the Limit abilities and any affects that go with them. We will then review them to ensure they are plausible and aren't overpowered.

Once a Limit has been forged and a GM has posted it as available, it can be activated no more than once every 20 turns between the end of the first and the beginning of the next. This applies to every Limit, meaning that if you just finished 1 Limit with 1 group, you cannot use any Limits for 20 turns after the end of that Limit. This is to show how taxing a Limit is on both magical and physical aspects of your characters.

Accepted Limits will be listed in a separate post

Faera Meralin


Faera Meralin

PostPosted: Wed Mar 12, 2014 8:53 pm


Approved Limits:

reserved
PostPosted: Wed Mar 12, 2014 9:20 pm


Damage, Health, and Area Effects:

Damage will be taken in the following forms:

Minimal: little more than a slap to the face, this much damage is taken when your ability doesn't really do damage, or your opponent has an unusually high defense

Minor: damage of this amount actually hurts, but it'll usually take more than this to kill anything

Moderate: this is real damage which can kill weaker enemies, and most of your attacks should aim to do this much or more

Heavy: this much damage really bites into you, can kill most unprepared enemies, and puts the rest on guard

Extreme: this kind of damage will outright destroy enemies and is only survivable by the hardiest of foes, but typically comes at a cost to the attacker


Health will be stated in these terms:

Uninjured: self-explanatory

Slightly injured: when you've taken a hit or 2

Injured: you've taken some hits, but you're still standing

Badly Wounded: at this point, you should be trying to heal yourself very soon

Near Death: you're on your last legs and can't take any more hits if you want to live

Please make this status available in posts when fighting, as this gives everyone an idea of how much longer your character will last in the fight.


Area effects can only reach so far, so follow this guide to know how big an area is affected:

Melee reach: aka, the tiny area... this will rarely affect more than 1 person or creature

Small: effectively double the size of the previous, this is likely to affect 2-5 people or creatures depending on their size

Medium: this is a good size field and will typically cover an entire room inside a building, or a group of 2-12 people or creatures

Large: this size is nearly impossible to avoid when placed correctly and can envelope a small building or 2-25 people or creatures

Players will always take the greater between each listed size

Faera Meralin


Faera Meralin

PostPosted: Wed Mar 12, 2014 9:33 pm


Important Extras:
When listing abilities such as Firaga and Magnera, only the most powerful version you have available will be used. This will prevent confusion over using different variants of the spells.

Damage over time is dealt across 2 or more turns depending on the ability used.

Abilities labeled as "can be interrupted" are channel abilities that can be disrupted by damage or crowd control abilities.

Confusion causes those affected to act as if they consider all those around them to be enemies for the duration of the effect or until they receive damage.
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