- Joined
- Jun 17, 2012
- Messages
- 159
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For eons, Kingdom Hearts have fulfilled its role as the eternal crucible of Light and Darkness. It was created to be the source of the balance, but little do they know that it was created solely to seal the unrelenting malignance beyond it. This malignant force was the very life force of the old ones that slumber within each world. Kingdom Hearts was but a door, to seal this force away from the universe.
But even with the powerful seal, the malignance still manage to seep out of this door and corrupt chosen individuals in the most subtle of ways. Convincing them that Kingdom Hearts itself holds a power beyond comprehension, when its ulterior goal is to tamper with it until the door is weak enough to be rammed through. The most prominent one to be influenced by the malignance was Xehanort, thus his continued struggle to gain power from it.
Hundred years past; after all the tampering of the great door to darkness, finally, Kingdom Hearts itself opened...
The darkness has spread throughout the universe like an unrelenting swarm of locusts. The Malignance has given way to the emergence of the malefactors known as the Marked Ones. Beings of pure darkness, that feeds on anything they can get their claws on even remnant Heartless and Nobodies. Once they have devoured everything in a world, they dug deep underground and awaken an Old One, a god-like force of malevolence that slumbers within every heart of every world.
They will stop at nothing until all things are returned to darkness where they belong. Darkness the beginning and darkness will be the end. All Light shall be extinguished. Since Kingdom hearts is now utterly destroyed, Keyblades were now rendered useless. Nothing but tools devoid of their former power as the Marked Ones track and feed upon the Keyblades' light and darkness.
As relentless as the void beyond can be, it will and will always yield to purifying light. This purifying light has been passed down to certain individuals of the strongest of hearts. Be they be hearts of Light or hearts clouded by Darkness. They are the Vessels of Light, individuals of a chosen destiny. In order to restore balance, Light and Darkness must tip the scales of the opposite ends of balance.
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For eons, Kingdom Hearts have fulfilled its role as the eternal crucible of Light and Darkness. It was created to be the source of the balance, but little do they know that it was created solely to seal the unrelenting malignance beyond it. This malignant force was the very life force of the old ones that slumber within each world. Kingdom Hearts was but a door, to seal this force away from the universe.
But even with the powerful seal, the malignance still manage to seep out of this door and corrupt chosen individuals in the most subtle of ways. Convincing them that Kingdom Hearts itself holds a power beyond comprehension, when its ulterior goal is to tamper with it until the door is weak enough to be rammed through. The most prominent one to be influenced by the malignance was Xehanort, thus his continued struggle to gain power from it.
Hundred years past; after all the tampering of the great door to darkness, finally, Kingdom Hearts itself opened...
The darkness has spread throughout the universe like an unrelenting swarm of locusts. The Malignance has given way to the emergence of the malefactors known as the Marked Ones. Beings of pure darkness, that feeds on anything they can get their claws on even remnant Heartless and Nobodies. Once they have devoured everything in a world, they dug deep underground and awaken an Old One, a god-like force of malevolence that slumbers within every heart of every world.
They will stop at nothing until all things are returned to darkness where they belong. Darkness the beginning and darkness will be the end. All Light shall be extinguished. Since Kingdom hearts is now utterly destroyed, Keyblades were now rendered useless. Nothing but tools devoid of their former power as the Marked Ones track and feed upon the Keyblades' light and darkness.
As relentless as the void beyond can be, it will and will always yield to purifying light. This purifying light has been passed down to certain individuals of the strongest of hearts. Be they be hearts of Light or hearts clouded by Darkness. They are the Vessels of Light, individuals of a chosen destiny. In order to restore balance, Light and Darkness must tip the scales of the opposite ends of balance.
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Spoiler ShowOverall Combat Event Mechanics
Yes this RP will have mechanics to eliminate Powerplaying, Sues and Stus; and for characters to develop somehow. It also eliminates unnoticeable solo battle development. I did my best to make it as simple as possible.
Character stats
-Now in a battle event, your OC/Character will have 2 attributes. [Simple enough, yes? :3 ] Hit Points (HP) and Action Points (AP).
In a random enemy encounter or in an OC duel; your objective is to deplete your opposition's HP. But thread carefully and watch your AP count. Because once either your HP or AP reduced to nil or zero, you lose. Not necessarily die [unless of course it's a special event] but most of the time, if you lose, then your character would have to retreat or be captured by the enemy. Depending on the event.
Hit Points: This should be self-explanatory if you have played video games; this is your character's lifeline. To make it simple, your HP will be represented by a[like Legend of Zelda! ]
Each character will have varied HP count depending on the character's class; which we will get to in a moment, bear with me here. But a standard HP count or the lowest HP count would amount to 7 hearts. A successful normal attack would always equate to -1 heart. Skill damage to HP would vary of course and an EX Drive skill is an insta-kill heart extinguisher.
Now you're gonna ask, is there a way to restore HP? Like Healing magic or pots? Yes, yes there is. In your character skills, you will have at least 1 Healing skill slot. This skill does not cost any AP and will heal your HP by 50% BUT! You are only permitted to use this only ONCE per enemy encounter/OC Duel and TWICE per boss encounter. So use this skill with the utmost caution.
Action Points: This is also a vital part of your character. Without this, your character can't do jack squat. AP are represented by
Like HP, AP would also vary to the character's class. The lowest AP I can give would amount to 5 circles. A normal attack would cost half a circle. A skill AP cost would vary and the EX Drive would cost all of it and would leave you with half a circle left.
Like HP, there is also a way to restore AP. And that is through the course of action [DEFEND]. When your character is defense, you can restore one Blue Circle. But at a risk of losing HP dealt by the opposing player/enemy. Unlike the Heal Skill, you can choose to defend whenever you like. You can still get damaged but on a reduced count. [ex. A normal attack can deal a -1 Heart damage, a successful defense can reduce that damage to 1/2 Heart.]
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Courses of Action and Cards of Fate System
Before doing your action/post. I will give you a course of action here in the OOC thread. These Course of Action are the following:
Attack > Skill/Quick Attack
Defend
Conclude
Attack and Defend commands are bolded because once you picked either of the two. You will be presented with these
The Cards of Fate. These cards will determine the result of your action. Each time you choose attack or defend, you will be presented with three cards. Pick one of the three cards and it will show you the results. Now these cards are completely randomized and will have completely different results/outcome. I will also be the one to present these cards to you.
For example, Yuki chose Attack > Quick attack and then her opponent Alt chose Defend as courses of action. I will draw the cards.
Yuki chose card number 2; and then I will draw another 3 cards for Alt.
Alt then chooses card number 1. Then I will show to them what their cards contained like flipping it IRL. Each player will have their separate Cards of Fate to draw lots.
Yuki's card showed that her attack will connect successfully and hit Alt with a critical hit. And Alt's chosen card says Block, meaning he will take reduced damage of Yuki's critical hit.
Then once done, Yuki and Alt will now make their posts on the IC thread in accordance with the results given with their cards. Then I will display to them their status.
Alt
HP: 5 Hearts
AP: 5 Dots
Yuki
HP: 5 Hearts
AP: 5 Dots
Yuki:
The AI dashed through. As she closed the distance she swung her scythe with all her might directly at her enemy.
Alt:
There was no time to react, as the black warrior saw her close the distance, he could only raise his defense against it. "Agh." As her hit connected, he was pushed back by the impact.
Then as they finished making their posts on the IC thread, their turn results and their status after their posts will be posted here in the OOC thread by me also . It would look this
Alt - Defend
HP: 4 Hearts
AP: 6 Dots
Yuki - Attack
HP: 5 Hearts
AP: 4.5 Dots
Yuki
-Attack > Quick Attack = Critical Hit
-2 Heart damage to Alt > Alt defended = 1 heart damage
Alt
-Defend = reduced incoming damage = -1 heart
-Defend = Gained 1 AP
Yuki attacked and she dealt 2 damage to Alt but Alt defended; so the damage was reduced to 1
Now in this courses of action, participants can either both defend or both attack or vice versa. The outcome will always be determined by the attributes given by your chosen card of fate. We'll expand more on this system just hold on.
ATTACK
-You'll notice the attack command has 2 sub actions; Skill or Quick attack. Skills are of course will bring up your skill arsenal and then choose a one to execute. Like I said, Skills varies with AP cost so use them wisely. Quick attacks will always cost half a dot no matter what class is your character is.
Cards of Fate Attributes on Attack Action
-Like said above, the Attack Action will conjure 3 Cards of Fate of randomized attributes to it. Take note RANDOMIZED.
Now these attributes will range from Very Good to Good Enough to Epic fail. A card can also have 2 attributes at the same time; could be both negative; both positive or positive/negative.
These Attack Attributes can be negated or countered with the Defense Attributes such as Evade, Complete Block and any other Defense Attributes that we will tackle just a moment.
The following attributes will be found in the Attack Action Cards.
Critical Hit - This will be your ace, any skill or normal attack that gets this attribute will have its damage increased by 2x. For example, a quick attack has a default damage of -1 Heart. A Critical Quick Attack will have a damage of -2 Hearts.
Hit - This card attribute is your best friend. It will indicate that your attack or skill will hit.
Piercing Hit - This attribute allows you to bypass the reducing damage attribute of the Defense Action in order for the enemy to take the full damage of your attack or skill. But if your enemy is not in defense stance, then your attack or skill will deal normal damage and no increase.
Chain Hit x? - Chain hits are the first step for building your EX Drive. The "?" indicates the number of hits you can deal with this attribute; ranging from x2 to x10. Example, you have picked a card with the Chain Hit x2 attribute. That means your character can perform two attacks in one post and at the cost of the same AP; 2 quick attacks at the cost of still half a dot. NOTE: This attribute only applies to Quick Attacks and not to skills because that would be OP.
Hit Fail - Your worst enemy, this attribute will mean that your attack or skill will miss its target. Wasting AP in the process.
Glancing Hit - Not really your enemy but a minor annoyance is all. This attribute will mean that your attack or skill will have its damage reduced by half. This and your opponent in defense mode would prove to be a pain in the neck.
Crushing Punisher - A rare and crowning attribute of the Attack deck. This would be your falcon pawnch! And your character's ultimate curb stomp. Your attack and skill will be unblockable. If your opponent's in Defense/Counter stance, deal double of your full damage of your skill/attack without the damage reduction. If your opponent has picked a card with a Complete Block attribute, deal full damage of your attack/skill. If your opponent had evade attribute or your attack misses, deal half of your full damage of your skill/attack. If your opponent is not in defense stance, deal double damage and stun the enemy making him/her not being able to attack in one post. It also prevents any Defense Attribute from gaining any AP after the turn.
DEFENSE
-Defense Action allows you to reduce incoming damage or even evading it. Like the Attack Deck, the Defense Deck has its own attributes of Randomized order. And these attributes are the following:
Block - the basic one. This atribute will reduce incoming damage of any skill or attack by 15 percent. Example Yuki uses a skill that deals -3 Heart damage, since Alt is in defense stance, he will only receive
-2.5 Heart Damage. You can gain 1 AP dot after the turn.
Evade - the sly one. This will allow your character to evade the incoming attack/skill completely. Except for the Crushing Punisher attribute. You gain 1/2 AP dot after the turn.
Counter - the passive-aggressive. Allows your character to enter defense then retaliate with damage equal to a Quick Attack. Never Misses. Gain 1/2 AP dot after the turn.
Deadlock - the aggressive-aggressive. This stance allows your character to clash blows with his/her opponent. Same damage reduction as the Block attribute but at the same time, deal damage to your enemy equal to the reduced damage he/she dealt you. Both you and your enemy gain 1 AP dot.
Complete Block - the wall of awesome. Like the Evade, negates any damage from your opponent. You can also gain 2 AP dots after the turn. But if your opponent has Crushing punisher, the AP gain is negated.
Tsubame Gaeshi - Look at your attack, now back to me, now back at your attack, now back to me, now back at your attack, now back to me--you have a sword on your face. This is the Crushing Punisher's counterpart. This attribute enables your character to negate the opposition's attack/skill and counter them with double the damage they will deal to you. The ultimate reversal. It can also apply to EX Drive skills as the tide turner. If your opponent has Crushing Punisher and you have this, both of you will clash on a draw. No Damage, but you both gain 3 AP dots and heal 2 hearts.
CONCLUDE
-The Conclude action is your white flag to the event or battle. Choose this Course of Action, if you wanna carry on with the story. Allows your character to escape or run away from the opposition and fight again another day. Be careful when choosing this in a boss fight, you may leave your comrades under-handed. And you can rejoin the fight until the event is finished.
When you choose this in a character fight or enemy encounter, you can't engage him/her again within 5 posts.
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Character Classes
The classes presented here will only differ in HP and AP attributes. Skills and Special Abilities will differ upon character creation. I'll leave it up to your creativity folks. Just remember the golden rule of the RP. Mmkay? :3 The weapons given in the class description doesn't have to be your weapon of choice. Think of it more like a suggestion.
Juggernaut
HP: 9 Hearts
AP: 5 Dots
Weapon of Choice: Shield and Blade, Greatsword
Mage
HP: 6 Hearts
AP: 8 Dots
Weapon of Choice: Staff, Scepter and Shield, Scythe
Ranger
HP: 7 hearts
AP: 6 Dots
Weapon of Choice: Bow, Dagger, Firearm
Engineer
HP: 7 Hearts
AP: 8 Dots
Weapon of Choice: Mace, Power Tools, Heavy Firearms
Vigilant
HP: 8 Hearts
AP: 7 Dots
Weapon of Choice: Tower Shield, Bayonet, Lance
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Enemies and Character Overall Stat Progression
As your character accomplishes enemy encounters or go through OC Duels, you are rewarded with a fixed number of XP. The Calculation of XP will be based on the base exp of the enemy type, multiply to your current level.
Now all characters will start at level 15 [because I'm generous XD] by default with 15000 xp points before level up.
The following will be the RP's enemy types and these enemies are controlled by the Monster Puppeteer. The Monster Puppeteer/Director is the one in charge of how the monsters will move, attack, behave etc. Only when I give the go signal, they will spawn monsters for the players to fight. And our current Monster Director, is none other than Tyrant Raver himself.
Also, like the player characters, monsters will also have Cards Of Fate to play. But with limited attributes, with them only playing the Basic Atrributes of the cards which is Hit, Block and Critical hit. Except for bosses.
Grunts
-Just like what it says, these are the foot soldiers that swarm players in droves. Weak and pathetic alone but a great nuisance when working together. The Shadows, Neo Shadows and Knight heartless are the main example of these.
Base EXP: 250
Mooks
-These are the Alpha grunts, they lead a swarm of grunts and is the more cunning predator among the pack. Eliminating it may cause the grunts to fall in disarray.
Base EXP: 350
Elites
-These guys don't mess around. They are aggressive as they were cunning. Once it lays its eyes on you, you can be sure your character's gonna have a ass beating.
Base EXP: 500
Praetorians
-Intelligent monstrosities. They are one step away from sentience and have the power and strength to deal some serious damage.
Base EXP: 900-1000
BFG (Big F*cking Guys)
-They may have a grunt's mentality but they have the colossal body of epic size and proportions to boast. They are the most toughest guys you'll ever encounter and may take time to eliminate them.
Base Exp: 1500
Bosses
-Of course the leaders and masterminds of the pack. They come in many shapes and sizes and must require strategy to beat them. Like Player characters/OC's, Bosses will have a full access to all Cards of Fate, but they will only have access to either one of the ultimate attributes. Crushing Punisher or Tsubame Gaeshi.It would take alot to beat them so prep up or prepare to die.
Base Exp: Varies
As your character level up, you will be given 2 stat points. To be allocated in the following. HP, AP, Strength, or Defense.
Strength increases the damage dealt with your skills and only your skills. Defense stat increases the effectivity of your defense stance and its damage reduction to skills.
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EX Drive Skills
-Well this should be a no-brainer. EX Drive Skills are your character's ultimate move. Whenever your character performs this, it would grant you instant victory over your opposition as it deals an instant-kill damage, like the infamous Zantetsuken.
However its effective worth may not apply to certain attributes or bosses. With Tsubame Gaeshi attribute for defense deck, it can counter and reverse your EX Drive against your own character. Complete Block prevents the instant-kill of the EX Drive but it can leave your opponent at a half a heart HP left and may force your opponent to surrender. EX Drive Skills can't instant-kill Bosses, they can only deal massive damage of the skill though.
Now you may be asking, how do I build up my EX Drive? EX Drive is represented with theicon. To build up the EX Drive, you must gain 5 X's by successfully executing skills. As long as your skill connects and does damage, you will gain half of the X per skill hit. But if your skill misses or blocked by the Complete Block attribute, the meter won't tick. And every after an event or battle, your Drive Gauge will reset to zero. Do Offense Attributes apply to EX Drive Skills? Nope. It's already your ultimate skill so don't push it.
As mentioned before EX Drive skills costs almost all your AP, when executed and will leave you only with half a Blue Dot left. But in Boss Fights, it would cost only the Drive Gauge. Leaving your AP points still intact for the big bad ahead.
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Hello everyone. This will be my first RP here in this site. I have put some effort onto it and I hope you will somehow support it. Please if you have any questions feel free to ask.
Character Template
Name:
Age:
Gender:
Nature of One's Heart: [Light or Dark]
Personality and Traits:
Appearance:
Character Background
Spoiler ShowCharacter Status
Character Class: <choose from the mechanics above>
Weapon of Choice
-Weapon Name
-Weapon Description
Skill Slots: <give your Skill names and skill description; maximum of 5 skills only!>
Skill name:
Skill Damage:
Skill AP cost:
Healing Skill: <As said in the mechanics, Healing skills costs no AP. But can be only used once per event and twice per boss battle. And always heals 50% of your current HP>
-Healing Skill description
EX Drive Skill:
-Description
*The Hyphenated branches are completely optional!
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Rules and Regulations
1. Golden rule of Roleplaying: The 2 NO's. Godmodding and Powerplay
2. No Overpowered skills allowed. I will watch and judge strictly your character stats. Mainly the skills. If I found it OP, I would ask you to redo that skill.
3. When you enter a random battle encounter, you would need to pick a Card of Fate first before making your post.
4. Very important, ALL ENEMIES ARE CONTROLLED BY THE MONSTER DIRECTOR ONLY! You can't orchestrate solo battles on your own. It would count as powerplay.
5. Ask any questions you would like to know. I admit the mechanics are a bit confusing but I'll do my best to answer.
6. Have fun! :3
*And thank you for reading through the whole thing! Here have a cake.
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Character Roster
Monster Director - Tyrant Raver
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