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fractalJester
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PostPosted: Sat Dec 20, 2014 7:43 pm
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PostPosted: Sat Dec 20, 2014 7:46 pm
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Long ago, people lived in peace, bathed in the warmth of light. Everyone loved the light. Then people began to fight over it. They wanted to keep it for themselves.

And darkness was born in their hearts.

The darkness spread, swallowing the light and many people's hearts. It covered everything, and the world disappeared. But small fragments of light survived...

...in the hearts of children.

With these fragments of light, children rebuilt the lost world. It's the world we live in now. But the true light sleeps deep within the darkness.

That's why the worlds are still scattered, divided from each other. But someday, a door to the innermost darkness will open. And the true light will return.


That story has been passed down select lines for generations. Few people these days know it at all; even fewer consider it a story worth telling. The number of people that believed it, even... could probably be counted on one hand.

Of course, if they knew what really happened ten years ago...

"I cannot shake the feeling something terrible is about to transpire."

"When the darkness falls, will we be found worthy of the precious light the legend speaks of?"

"You would risk an apocalypse out of sheer curiosity?!"

"That would be the last night we ever spent beneath the same stars."

"Just...put an end to me."

"What have I done..."

Those that were affected call it the First Invasion. Strange creatures appeared out of nowhere, attacking a handful of worlds, attracted to areas of powerful emotions. The monsters didn't seem to have any goal; they would simply stride forth from the darkness and wreak havoc, attacking anyone nearby. People inevitably stepped forward, defending whoever they came across. Some defenders were sighted wielding strange, key-shaped blades. Three such warriors, Aqua, Terra, and Ventus, seemed particularly driven in their quest—a search for a man named Xehanort.

This "First Invasion" lasted no more than a week; the monsters disappeared without much explanation, the three warriors were never heard from again, and the name 'Xehanort' went forgotten by the cosmos. With the attacks having been so isolated, most never even knew what had happened.

A year later, people across all worlds watched as starlight fell from the heavens. Unbeknownst to most, these were the shattered remnants of world barriers, leaving strange materials behind. Some regarded the meteor shower as a sign of good fortune; others just thought the lights were pretty. Those who feared it as an omen would in time find themselves proven correct. Before dawn the next day, the world of light Radiant Garden fell under the onslaught of shadow, the whole of the world consumed by darkness. What few that survived fled in makeshift spacecraft made of the fallen starlight, finding solace in Traverse Town, a world of refuge for those seeking sanctuary.

Radiant Garden—now only Hollow Bastion—was merely the first to fall. The wave of all-consuming darkness began to spread from world to world, appearing as the shadowy Heartless. These creatures held within them an insatiable appetite for hearts—those of others, and those of the worlds themselves. And so the stars began to die.


It has been nine years since that first world fell—nine years since the Heartless Invasion began. Starlight is dwindling. And yet, while many have fallen, many yet survive. Some band together, while others scatter and fight. All that matters now is survival, and finding the key to stopping this terror.
 

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PostPosted: Sat Dec 20, 2014 7:46 pm
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{I} Gaia TOS. Guild Rules. Guild General RP Information. Follow each of these. Beyond those, my word is final. But I'm going to be pretty lax about this roleplay, so try to have fun!

{II} Post all profile applications in the RP Audition Thread, where it needs to be approved by me.

{III} Be nice to each other! Learn to give constructive criticism, and learn to take criticism with a grain of salt.

{IV} No purely Out-of-Character posts. If you want to say something but don't have any roleplaying to post, then post your discussions in the A New Generation : Questions, Suggestions, and Discussion thread.

{V} Unless otherwise permitted by me, no destroying worlds, no matter how powerful or evil your character might be. By doing that, you're removing a lot of potential story power. You wanna convert it to evil, that's one thing. Swarm it with Heartless, be my guest. But no boom.

_____{V.5} In that same vein: no God-moding, please, unless the person you're GMing allows it. This includes: 1) using another's character without permission (killing them included), 2) making your own character all-powerful, and 3) having some form of automatic mind-control. Always ask for permission if you're trying to control other characters, and if they say no, that's final!

{VI} Your characters must have decent, story-driven reasons for being who they are and having what they have. Why do they have a Keyblade, for instance? Or why are they evil?

_____{VI.5} These reasons do not need to be in the profile! If you want your reasons to be a secret from the rest of the roleplayers, that's absolutely fine.

{VII} Have fun! This is meant to be a laid-back, casual place for people to roleplay in the Kingdom Hearts world however they want. Make your own stories or follow what crumbs I leave out, that's all up to you.
 
PostPosted: Sat Dec 20, 2014 7:47 pm
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::So I can play any type of character I want?::

Yep! Any character* from any medium, so long as they aren't A) All-Powerful, B) Invulnerable, C) Capable of auto-killing, or D) Capable of auto-mind controlling.

You wanna play Darth Vader? Go for it. You wanna say you're from the Cowboy Bebop universe? Sure thing! You wanna mix and match? Alrighty then.


::I want my character to know there are other worlds even though his/her world hasn't been taken by Heartless!::

That... is tricky. You have to remember, for the most part, before the Heartless invasion, nobody except the Keyblade wielders, those associated with them, and other generally wise/powerful entities knew about other worlds--and they made sure no one else knew. Since then, people have lost their worlds, which has made them aware, so more and more people are starting to know, starting to travel...

It's possible, of course--everything is--but just like everything else, you'll need some sort of good, in-character reason. Do they know someone who has lost their world? Did they maybe accidentally put together a gummi ship from the star shower? Maybe something strange happened that zapped them to another world? Just gimme a reason, and you should be good.


::What's with the asterisk (*) in that first answer?::

I'm preemptively reserving the right to play Yen Sid and (if he even appears) Xehanort. This may change in the future, but for now, sorry!

::Can my character(s) use Keyblades?::

Absolutely! Just have a good story-driven reason, as with everything else. There is, however, one thing you need to keep in mind with a Keyblade: Heartless. Heartless seek out the wielders of the Keyblade, for they inevitably have strong hearts. Where you go, they will inevitably follow--and unless you have a will strong enough, and a heart dark enough, to stop them, they will try to take your heart for their own.

::Can my character control Heartless/Nobodies/insert-minion-here?::

Heartless obey those who have a strong enough will to command them; they're very much like pack animals, in that sense. But controlling the Heartless means tapping in to Darkness, which can invite shadow into your heart. As such, those who wish to control Heartless are generally baddies or dark-focused people.

Nobodies are different; they're fairly logical, and for whatever reason, they tend to only obey higher-ranking Nobodies. If your character is not a Nobody and, for some reason, you want him or her to control them... you'll need a good reason.

Other minions are up in the air. For instance, Unversed only even existed because there was an entity made only from the darkness in someone's heart and nothing else. And Dream Eaters only even exist in the Realm of Sleep, so they wouldn't even come into the other Realms.

The short of it, basically, is that it's a case-by-case basis.


::Can my character summon Corridors of Darkness?::

Sure, if that's what you want! But just like with Heartless, using Corridors--and any Darkness, really--invites more Darkness into your heart. So it's one of those things you have to think about: how often can my character do these things before they're no longer the person they were before?

::There's someone who has a lightsaber/superpower/something that can normally destroy anything. What about my special item???::

To be fair, certain items can have enhanced durability, to the point where they are nearly indestructible. In order to get this durability, items will usually need to have some form of magic attached to them. Maybe it's an ancient artifact, passed down for generations, or maybe the item has been enchanted by an extremely powerful magician. Maybe it's just made out of a super-strong material, or uses strange technology.

Basically, it will come down to comparing the respective reasons of each item. Which item has more reasons to 'win'--the destroyer, or the defender?

Some possible examples:

  • A blade with a simple fire enchantment by an amateur wizard might not survive a truly devastating attack.
  • Items that are 'heartbound' or 'soulbound'--items which are enchanted and tied to the heart or soul of the owner (usually, this means they can be resummoned at will, like a Keyblade)--are almost always indestructible.
  • Lightsabers use highly advanced technology/magic, and can destroy most ordinary items without some form of protection. But even they have technology to counter them.
  • An enchanted shield, the heirloom of your family for generations, might be nigh-indestructible due to the ancient level of magic within it.

And so on and so forth. If you're still unsure, or there's still a conflict, you can always ask.


::I want one of the Organization's black cloaks!::

Well, okay, but how? We're not even sure if the Organization exists--at least, not until someone starts playing their characters. So then, who would have made the cloaks? They could just be ordinary black cloaks, sure, but then why would they protect the wearer from the tainting effects of darkness use?

At the very least, I can tell you this: Ansem the Wise, leader of Radiant Garden, had some apprentices, and they certainly experimented on the heart, just like in the original game. I'm going to go ahead and say that, in their experiments, they also developed the cloaks to protect themselves just in case. So... if you want to try to work with that, you can, feel free to ask.
 

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PostPosted: Sat Dec 20, 2014 7:49 pm
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This is a list of everyone that is or has been involved with the roleplay. Each name will link to that character's specific profile for viewing.

If you're interested in applying for a character, a template can be found in the profile thread--click here!
 
PostPosted: Sat Dec 20, 2014 7:50 pm
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There are twelve basic* elements, each with a corresponding opposite.

  • The six primal elements: Fire and Ice, Lightning and Water, and Wind and Earth.

  • The elements of life and death, Nature and Poison.
    • Basic curative magic is (usually) of the Nature element.
    • Death and decay-based magic is (usually) of the Poison element.

  • The elements of dimensional law, Space and Time.

  • The elements at the heart of all things, Light and Darkness.

When combined carelessly--or offensively--these elemental pairs will react dangerously. Rather than simply cancelling each other out, as in most magic conflict, the two elements will catalyze into an even larger eruption first, then negate one another.

If one is more powerful than the other (say, a Firaga versus a Blizzara), then after the reaction, the more powerful one wins out just like normal magic, passing over the weaker one, but having been reduced in strength (ie Firaga becoming Fire).

* - These are not the only possible elements. If you have another element that doesn't fit with these somehow, feel free to include it.

Not all magic must be elemental! Your magic can be non-elemental, and even show itself uniquely without becoming its own 'element'.

On another note, it is not how magic appears that decides its element, but what it does. If your magic is cold flame, then you are not fire elemental--you are more likely ice, or darkness. Approaching it from the other side, if you're Light elemental, and you wanted your magic to take the form of flames, then rather than the scorching, consumptive blaze, the fires would radiate warmth and positivity; rather than burning everything, it might only burn dark-users, and may in fact help others.

Simply, magic is magic. Appearance is one thing; effect is another.




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Here are all the common status effects. You can invent your own, or you can have ones like these but with different names (like Freeze instead of Stop, etc). These are just the ones we know from Kingdom Hearts and Final Fantasy.

For reference, strength and defense are physical and magic and resistance are magical.


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The following are positive statuses. They do not require any sort of 'chance', and should always succeed, unless somehow blocked.

  • Valor - Doubles the Strength of the next strike.
  • Devotion - Doubles the Magic of the next spell.
  • Bravery - Increases Strength and Defense. Negated by Mini.
  • Faith - Increases Magic and Resistance. Negated by Pig.
  • Haste - Increases target's speed.
  • Blink - Increases target's reflexes.
  • Protect - Increases defense. Over-written by Wall. Negated by Deprotect.
  • Shell - Increases resistance. Over-written by Wall. Negated by Deshell.
  • Wall - Increases both defense and resistance.
  • Reflect - Reflects all magic that might affect the target. Includes supportive magic.
    • Reflega - Only reflects damaging magic.
  • Pierce - Allows attacks and spells to pierce through protective enchantments for a limited time. Ignores all levels of Protect, Shell, Wall, Reflect, and Barrier.
  • Vanish - Target is temporarily rendered invisible.
    • Vanishga - Target is temporarily invisible and makes no noise.
  • Quick - Target gets to act immediately after the caster.
  • Float - Raises the target off the ground by a few feet but can increase with additional mana.
  • Regen- Heals small amounts of the target's health over time. Negated by Poison/Sap.
  • Refresh - Heals small amounts of the target's mana over time. Cannot self-cast.
  • Nul- - Temporarily negates any damage of the specified element.
  • En- - Adds specified-elemental damage to all physical attacks and ammo.
  • Reraise - If knocked out during battle, will automatically revive a few moments later with a small amount of health.
  • Veil - Greatly reduces the chances of status ailments succeeding against the target. The first status ailment to 'succeed' is negated, and Veil ends early.
  • Vigilance - Temporarily adds the 'Stun' effect to all physical attacks and ammo.
  • Bubble - Temporarily doubles Current and Max HP.
  • Aura - Allows target to use a Limit Break regardless of health conditions. Drains caster of all but a few MP.


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The following are negative statuses. They should not always work, but it's up to the players to decide what works for them. The difficulty categories should help when deciding not only how easy they are to cast, but how often they succeed.

Easy
  • Poison/Bleeding - Slowly drains the health of the target. Negated by Regen.
  • Pain - The target's body surges with pain, making them unable to use physical Commands.
  • Silence - The target's magic becomes blocked, making them unable to use magical Commands.
  • Blind - Temporarily removes the target's eyesight. Is not bypassed by spells that increase/alter sight range.


Medium
  • Deprotect - Reduces the target's physical defense. Negated by Protect.
  • Deshell - Reduces the target's magic resistance. Negated by Shell.
  • Disable - Removes the use of the target's arms.
  • Cripple - Removes the use of the target's legs.
  • Slow - Halves the speed of the target. Can only be negated by Haste.
  • Oil - Increases fire damage and doubles the chance of Ignite.
  • Stun - For every successful stack, the victim loses one action from their following post. The target is stunned, forced to try and recompose himself while standing still. Target is interrupted, and unable to do anything during this time.
  • Toxic/Sap - A more potent version of Poison, drains more HP at a higher pace, but also ends somewhat quicker.


Difficult
  • Ignited - The target is on fire (magically), dealing severe damage over a short period of time.
  • Addle - Temporarily causes the target to completely forget any commands he/she has.
  • Berserk - Enrages the target beyond thought. The target begins to mindlessly attack his/her opponents, unable to think about using his/her special abilities. Strength and speed are also slightly increased.
  • Mini - Shrinks the target's muscles, greatly reducing strength and physical defense. Negated by Bravery.
  • Pig - Heavily muddies the target's magic circuits, greatly reducing their magic and magical resistance. Negated by Faith.
  • Sleep - Puts the target to sleep. Can only be cured by a physical hit.
  • Reversal - Envelopes the target in a mystic aura of reversal, switching all healing and damaging effects.


Very Difficult
  • Imperil - The target's Elemental Affinity is lowered by 1 level (Absorbed-->Immune-->Halved-->Normal-->Weakness). Also doubles chances of being hit by a status ailment.
  • Confusion - Baffles the target's mind. The target cannot think straight whatsoever and attacks at random, be it friend, foe, or himself/herself. Can only be cured by being physically struck.
  • Stop - Freezes the target in place temporarily; increases with Stopra and Stopga. Stop and its variables are Incurable.
  • Gradual-Petrify - Acts as a poison which slowly begins to petrify the target over the course of 3 posts. In the first post, the target is completely Slowed; in the second, his arms and legs are completely petrified, and in the third, his entire body has become unbreakable stone. Can only be cured before the third post. Once the third stage has passed, it is incurable until the end of battle.


Game-Winning (Cannot be cured by Esuna)
  • Old - Makes the target feel aged and frail, greatly lowering all strengths, defenses, and speeds.
  • Fear - Temporarily drains the target of all courage, causing him/her to be scared of even their own shadows. Target can't do anything offensively- only run and defend him/herself. Negated by Bravery; Overwritten by Berserk.
  • Charm - Temporarily tricks the targets mind into switching sides, helping his/her enemies and fighting against his/her allies. Curable by a physical attack.
  • Doom - The target is unaffected for three posts. At the end of the third post, s/he fall unconscious without warning. Incurable. Negated by Re-Raise


Game-Breaking (cannot multi-target sans Limit Break; must recharge after each use; cannot be cured by Esuna)
  • Vit 0 - Temporarily reduces target's defenses and resistances to the lowest possible.
  • Frog - Temporarily turns the target into a frog. Cannot use weapons or commands, and their support abilities are nullified. The target is as weak, defenseless, and slow as a frog until the status ends.
  • Petrify - The target is turned into unbreakable stone.
  • Auto-KO - The target is automatically knocked unconscious.


Important Miscellaneous Information
  • Unless otherwise stated, any ailment may be healed by Esuna and Esunaga.
  • "Incurable" means Esuna/Esunaga and other purging moves do not work.
  • If something "negates" another status, the two statuses cancel each other out, leaving neither of them.
 

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PostPosted: Sat Dec 20, 2014 10:09 pm
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"At the core of our conflict lie the controversial foundations of all things: Light and Darkness.

Some would say the two are a dichotomy—that these two fundamental elements are by their very nature opposed, good versus evil, contrasting each other in an eternal struggle. Others would say the two are simply halves of one coin—that one cannot exist without the other, and that it is only through their unity that the cosmos exists at all. The truth, as with many truths, is debatable. If you seek an answer to this timeless conundrum, you have come to the wrong place.

No, here you will learn what it is to be Light or Darkness. What does it mean, to say that the closer we get to the light, the greater our shadows become? What does it mean to say that we do not fear the darkness itself, but that which lies within it? Can one be blinded by light? Can one walk the path of darkness and still be considered 'good'? These are the right questions, and when this is through, you will hopefully have all the answers you seek.

As with the cosmos, let us start with the Light. Light is not itself 'good'; rather, the many aspects of Light are aspects that make being 'good' easy. Light can come from compassion, mercy, understanding, generosity, and all similar traits, because all of these traits are born from the same concepts: unity and acceptance. Light does not shine for its own sake, but to enlighten the space—and the people—around it. To use a metaphor, when you are in a lighted space, you see others around you, you see beyond yourself. You see that you are not alone.

Simply put, Light is the putting of others before oneself; in Light, there is a sense of unity.

Light alone does not give strength anymore than a single candle can push back the tide of nightfall. And yet, those in the Light are never truly alone, because Light gives, and in giving spreads and grows. To those in the Light, the saying "my friends are my power" isn't simply a pleasant reassurance; it is a mystic truth that the bonds of unity spread Light and its power to all those whose hearts are interconnected. Therein lies the source of power for the followers of Light: the power of giving. It is not the ember that lights the night, but the blaze of a thousand embers.

However, just as the Light may shine, it may also blind. Too strong a compassion for one party may take away from the understanding of another; too strong a concern for the many may make one merciless on the few. And so, one must always remain cautious of zealotry and self-righteousness, which lets ill Darkness seep into your heart—"The closer we get to the light, the greater our shadows become". Always remember the greatest of Light's traits: understanding and acceptance.

As there is Light, there is also Darkness; and just as Light is not itself 'good', Darkness is not itself 'evil'. To start, let us return to the metaphor of the lighted space: when one turns out the light, what does one see? Nothing. All you know is what you sense, what you feel. In darkness, you are alone. The core traits that exude or strengthen Darkness mirror that: self-concern and individualism.

Simply put, Darkness is the putting of oneself before others; in Darkness, there is a sense of self.

You might say there is nothing wrong with that; that it's good to have a sense of self, that just as it's important to help others, it is important to help yourself. And you would be absolutely correct. It is possible to give and give and give until you cannot give anymore, driving you into illness or stress. There are times when you must look out for yourself, lest you become unable to look out for others ever again.

But, just as with the Light, it is possible to take the Darkness too far. You see, it is not darkness itself that is evil, but a consciousness that knows only darkness. Those that give in to Darkness become greedy, power-hungry, merciless, or worse. The more they obscure the light, the darker their hearts become, and the less they care for the world around them. The heart that dabbles in darkness, in self-concern, will of course seek to satisfy itself—not others. Therein lies the source of power for followers of Darkness: the act of taking. They draw into themselves the energy and power to do alone what would normally be done by many, and in that self-sufficiency they fall to pride.

In Light, there is unity. In Darkness, there is self. Together, there is life.

Neither is more right or more wrong; both are factors of living, of people, of civilization. Each can come in many forms, both benign and malicious. In moderation, there is peace and prosperity; in extremes, there is conflict and suffering. Perhaps the same cannot be said of those in loftier settings, but it is at least true for the living, for the mortal, for those with hearts born of both Light and Darkness—for all of us."

— Master Yen Sid
 
PostPosted: Sat Dec 20, 2014 10:21 pm
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fractalJester
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PostPosted: Sat Dec 20, 2014 10:22 pm
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PostPosted: Sat Dec 20, 2014 10:31 pm
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PostPosted: Sat Dec 20, 2014 10:33 pm
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PostPosted: Sat Dec 20, 2014 10:33 pm
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PostPosted: Sat Dec 20, 2014 10:34 pm
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PostPosted: Sat Dec 20, 2014 10:35 pm
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KHBTD : Kingdom Hearts Roleplaying and OoC

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