All right, time for another try at a Kingdom Hearts RP: not exactly a reboot of my old one, but more of a redesign. While thematically the same, (hopefully) the gameplay should be faster, more action-based, and easier to approach.
Introduction:
What is Kingdom Hearts?
The Universe:
Gameplay:
Rules:
Sign-Up Form:
Characters:
If you have any questions or need clarification on any thing, just ask Renewal!
[font=“Book Antiqua”]Kingdom Hearts:[/font]
“On this barren soil, Keyblades of Light and Darkness were locked in combat--as a great Keyblade War raged!” – Master Xehanort, Birth by Sleep
“On this barren soil, Keyblades of Light and Darkness were locked in combat--as a great Keyblade War raged!” – Master Xehanort, Birth by Sleep
Introduction:
Long ago, long before the madness of a man named Xehanort, all the worlds were at peace. There were no barriers, no division between worlds, and Light and Darkness remained in harmony. And serving and upholding that peace were a chosen many, the noble Keyblade Wielders.
But peace is always fragile. Rumors of an unimaginable power, a power beyond all the worlds, rose--and the Keyblade War began. Now, Keyblade Wielders of every alignment and belief have been drawn into combat, all fighting for a different reason: to claim that ultimate power, to maintain order, to reconcile the warring factions, and so on. No world will be spared. And even as war rages, there are a dangerous few who seek to redefine the war, in search of one, ultimate key…
But peace is always fragile. Rumors of an unimaginable power, a power beyond all the worlds, rose--and the Keyblade War began. Now, Keyblade Wielders of every alignment and belief have been drawn into combat, all fighting for a different reason: to claim that ultimate power, to maintain order, to reconcile the warring factions, and so on. No world will be spared. And even as war rages, there are a dangerous few who seek to redefine the war, in search of one, ultimate key…
What is Kingdom Hearts?
This is an overview of what the Kingdom Hearts series is; if you’ve already played the games, feel free to skip ahead.
Kingdom Hearts is, at its core, a massive crossover between the worlds of Disney and the characters of Square Enix’s Final Fantasy series. The series is set in a universe divided among many worlds, each accessible through space; each world appears as a star in the sky to other worlds. Each world has a specific theme: many are Disney worlds, drawing directly from such Disney classics like Sleeping Beauty, Beauty and the Beast, Hercules, etc. Of course, beyond these worlds are those created originally for the series, which feature original characters, including the various protagonists of the series, or even Final Fantasy characters, such as Cloud from Final Fantasy VII and Squall from Final Fantasy VIII.
What these worlds share in common is that each world (and every person on these worlds) has an individual Heart, essentially its life force. Destroying the world’s Heart destroys the world itself. The centerpiece to this universe is the eponymous Kingdom Hearts: the Heart of all worlds, and a source of great power. Control of Kingdom Hearts gives one control of the entire universe, a power that transcends all mortal understanding.
Tied to Kingdom Hearts are the Keyblades, magical weapons shaped (obviously) like Keys. They grant their wielders the power to lock or unlock anything, even Hearts. Somehow, Keyblades are tied to Kingdom Hearts; for instance, only those people with strong Hearts are capable of wielding one. Because of this connection, Keyblade Wielders have the power to either lock away Kingdom Hearts, protecting it, or unlock it, and gain infinite power.
Kingdom Hearts is, at its core, a massive crossover between the worlds of Disney and the characters of Square Enix’s Final Fantasy series. The series is set in a universe divided among many worlds, each accessible through space; each world appears as a star in the sky to other worlds. Each world has a specific theme: many are Disney worlds, drawing directly from such Disney classics like Sleeping Beauty, Beauty and the Beast, Hercules, etc. Of course, beyond these worlds are those created originally for the series, which feature original characters, including the various protagonists of the series, or even Final Fantasy characters, such as Cloud from Final Fantasy VII and Squall from Final Fantasy VIII.
What these worlds share in common is that each world (and every person on these worlds) has an individual Heart, essentially its life force. Destroying the world’s Heart destroys the world itself. The centerpiece to this universe is the eponymous Kingdom Hearts: the Heart of all worlds, and a source of great power. Control of Kingdom Hearts gives one control of the entire universe, a power that transcends all mortal understanding.
Tied to Kingdom Hearts are the Keyblades, magical weapons shaped (obviously) like Keys. They grant their wielders the power to lock or unlock anything, even Hearts. Somehow, Keyblades are tied to Kingdom Hearts; for instance, only those people with strong Hearts are capable of wielding one. Because of this connection, Keyblade Wielders have the power to either lock away Kingdom Hearts, protecting it, or unlock it, and gain infinite power.
The Universe:
Note: this is the universe as it is at the time of this RPG, not the time of the games themselves. Any differences you see have been written as part of the setting of the plot.
The Realms:
The Worlds:
The Beings:
The Factions:
The Realms:
The Realms are the first and most basic division of this universe. Imagine them as different planes or floors of a building, with free access to shift through them.
- The Realm of Light: the realm most familiar to us; in the games, nearly all the action takes place in the Realm of Light. Here, all the Disney worlds are found, and nearly all the inhabitants of this realm are affiliated with Light.
- The Realm of Darkness: the realm opposite the Realm of Light; it is naturally filled with Darkness, but there are worlds here as well. Most of the people of the Realm of Darkness are affiliated with Darkness.
- The Realm of In-Between: a realm ‘between’ the Realm of Light and the Realm of Darkness. Here, Light and Darkness are balanced; however, there are only a handful of worlds here, most of them uninhabited.
- The Realm of Nothingness: a completely unknown realm, its existence is only theorized. Should one visit it, it is believed that eventually one would fade away into nothingness, its own existence erased. However, it is very real, but the Realm of Nothingness is not normally accessible from the other three realms.
The Worlds:
Note: there are dozens of worlds in this series, but to keep the RPG relatively on track, these are the worlds that will be featured most prominently in the plot. Feel free to add more Disney, Final Fantasy, or original worlds; however, their description is up to you, and they must be either based on Disney or Final Fantasy or be completely original.
Kingdom Hearts: although a world, Kingdom Hearts is completely transcendent; no one knows where exactly it is, leading to much tension in the search for it.
In the Realm of Light:
In the Realm of In-Between:
In the Realm of Darkness:
Kingdom Hearts: although a world, Kingdom Hearts is completely transcendent; no one knows where exactly it is, leading to much tension in the search for it.
In the Realm of Light:
- The Seat of War: the capital world of the Realm of Light, and primary home of the Keyblade Wielders. The world features the Keybearers’ fortress stronghold and not much else, with wide grassy plains. Twisters are known to form spontaneously on the plains, making travel outside of the fortress difficult.
With the rise of the Keyblade War, the Seat of War has become the Conciliates’ stronghold and base of operations.
Notable locations:- Fortress of Light - the world's stronghold, protected by high walls and natural cliffs.
- Wild Trench - A narrow canyon that winds through the cliffs surrounding the Fortress
- Sunset Horizons - the wide open plains of the Seat of War, known for their gorgeous vistas at dawn and dusk
- The Radiant Garden: although the Seat of War is the capital of the Realm of Light, the Radiant Garden is its most populous world. A central Bastion has begun undergoing construction, but the most prominent features of the world are the town of Hollow and the famous Gardens surrounding it.
With the rise of the Keyblade War, Lady Shimomura has gained the support of the Radiant Garden’s ruler, Leonard Shinra, making the Garden the base of operations for the Defenders.
Notable locations:- Bastion Hill - the hill at the center of the Radiant Garden. Currently home to a great library, where ongoing construction is forming a new castle around it
- Hollow - the main town of the Radiant Garden; here, a bustling network of trade and commerce has sprung up, making it a key location in the Realm of Light
- Fountain Court - the central garden; many tiers of garden are built around the tall fountains of the Court
- Bailey Keep - the newly-built walls around Hollow and Bastion Hill; its only access point is through the Bailey Gate, and as such is heavily defended
- The Outer Gardens - a large ring of smaller garden outside the walls
- The Great Maw - a wide, rocky canyon, just past the Outer Gardens; the area is still very uncivilized, prone to random monster attacks
- The Garden of Assemblage - a hidden courtyard, deep within the Radiant Garden; it is said immense energies are contained here, waiting for warriors to try their skill and power against it
- The Isles of Destiny: a beautiful island paradise, hidden from most of the Realm of Light. It serves as mainly a place of refuge for those seeking to escape the trials of the rest of the universe.
Notable locations:- Sanctuary Island - the smallest of the Isles; uninhabited, although the islander do visit; famous for hosting the largest grove of paopu trees in the Isles. A hidden cave is rumored to be somewhere on the island, protecting a great secret, although it has never been found.
- Passion Island - the primary island in the Isles; the world's only town is located on Passion Island. Renowned for its beauty, it has become a sort of resort spot for off-world visitors
- The Endless Sea - the endless sea of the world; none have ever reached its ends, hence the name. Ancient treasures are rumored to be hidden its depths, though none have ever returned from searching.
- Disney’s Town: a small world, home to the characters of the classic Disney shorts (in the games, Mickey Mouse, Donald Duck, Goofy, etc. are all from here). While the inhabitants of the Town are prone to silliness, they are all fiercely dedicated to the Light: their world is the resting place of the Cornerstone of Light, a spherical object that channels the Light and protects the world.
With the rise of the Keyblade War, the Town has declared its neutrality, becoming a refuge for all who wish to avoid the devastation.
Notable locations:- Cornerstone Hill - the most prominent feature of the world, a small hill where the Cornerstone of Light rests, protecting the world
- Steamboat River - a river that winds throughout the town, and the fastest method of travel; many steamboats compete for business from any river travelers
- Disney's Workshop - the home and workshop of the legendary explorer and mage Walt; after his peaceful death of old age, his home was turned into a memorial, and a new neighborhood sprung up around it. Filled with crazy inventions and machines of Walt's own design.
- The Kingdom of Light: (by Mouthful of Pi) the world of the original Final Fantasy; a simple place, with many towns and monsters of all kinds.
Notable Locations:- Cornelia - the capital of the world
- The Chaos Shrine - a temple at the center of the world's continents
- Cavern of Earth - home of the Earth Crystal
- Mount Gulg - home of the Fire Crystal
- Sunken Shrine - home of the Water Crystal
- Flying Fortress - home of the Wind Crystal
- Lifespring Grotto - a sunken temple, where powerful monsters lie
- Rebene Te Ra - under construction
In the Realm of In-Between:
- The Tower: the first world inhabited in the Realm of In-Between, it was discovered by a daring explorer and magician from the Town named Walt. He built the Tower as a place of study and sorcery; after his death, it became a public academy for aspiring magicians from all the worlds.
The Tower, fearful of the devastation a Keyblade War could wreak, have allied with the Conciliates; its vulnerable and isolated location makes it a valuable target for the other factions.
Notable locations:- The Mysterious Tower - the only building on this world; it functions as the Magicians’ Academy
- Leap of Faith - a vast drop off the edge of the world; however, anyone with good intentions will instead step onto a magical train to Twilight Town, while the wicked fall to their deaths
- The Frozen Mists - the cold underside of the Tower; its extreme cold and magical aura make it an excellent test of one's skills
- Twilight Town: a world discovered by the magicians of the Tower, it is located precisely in the middle between the Realm of Darkness and the Realm of Light. With this ideal location, it was built by inhabitants of both Realms working together, in the hope of fostering peace between the two sides.
In the wake of the Keyblade War, Twilight Town has become the most intense battlefront, leaving much of it abandoned and in ruins.
Notable locations:- Station Plaza - the first area constructed by the people of Twilight Town, a rudimentary train station. Its grand Clocktower, although still under construction as well, is already the tallest building on the world. The train from the Tower's Leap of Faith leads here, built to connect the worlds.
- The Ancient Forest - the wild forest of tall trees on the world, it surrounds the hills Twilight Town is being constructed on
- The Land of Departure: a hilly world, and the academy for all young Keyblade Wielders, from both realms. Here they train together, learning how to fight as well as their duties to both realms.
The Land of Departure’s guardian, Master Xine, as head of the Renewers, has seized control of the Land, forcing hundreds of young Keyblade Wielders to flee.
Notable locations:- The Academy - the main building of the Land of Departure; all new Keybearers train here and on its grounds; its Throne Room serves as a meeting place for the experienced Keyblade Masters
- The Dormitories - smaller towers built on hills surrounding the Academy; every Keybearer had a room in one of the Dormitories, although residence there was not mandatory
- The Watchtower - the tower on the tallest hill, it serves as an observatory, both for enemies and for stargazing
- The Valley of Trials - the deepest valley of the Land of Departure, cloaked by mists; students often go there to test their strength against the trials within
- Traverse Town: - under construction
In the Realm of Darkness:
- Meridian: the forward military base of the Realm of Darkness, it is on the very margin of the Realm, very near the Realm of In-Between. It is a foreboding world, with a tall citadel overlooking a beach and nearly-endless sea, with the rest of its land barren and rocky.
Meridian was the first battle of the Keyblade War, and fell easily to the might of Commander Perdix, who established it as the primary military base for the Renewers.
Notable locations:- The Empty Gaze - the beach of Meridian, it overlooks the Dark Sea, which eventually extends somewhere into the Realm of Light, joining the Realms; however, travel over the Dark Sea is nearly impossible
- The Margin of Error - the fortress of Meridian, home to many troops, and Commander Perdix's headquarters.
- The Citadel: Because of the ambitious and aggressive natures of most of the inhabitants of Darkness, many gathered together on this one world, and established it as the capital of the Realm of Darkness. The Dark General Lixnuma oversees the forces of the Forsaken here, along with most of the population of the Realm of Darkness.
Notable locations:- The Dark Fortress - a counterpart to the Fortress of Light in the Seat of War, it is the home of the Dark General, and overlooks the rest of the Citadel
- The Parade Ground - a wide open space between the Dark Fortress, and the Inner Walls surrounding it; it can either serve as a buffer against invading enemies, or hold the people of the city as a refugee camp
- The City of Dreams - the largest population center in the Realm of Darkness, and possibly the entire universe. Nearly all inhabitants of the Realm of Darkness live in this city.
- The Outer Wall - the great Outer Wall of the Citadel; nigh impregnable, the people of the Citadel live in peace behind its protection
The Beings:
Every person in this universe is born with a Heart, a Soul, and a Body, regardless of if they were born in the Realm of Darkness or the Realm of Light. However, mysterious events have begun creating strange monstrosities; thus, those people who remain whole are now called Somebodies. As the natural inhabitants of the Realms, only they can wield Keyblades.
Strange forces have arisen in the Realm of Darkness, monsters that consume other beings’ Hearts to further their power; however, they are mindless, only seeking the acquisition of more Hearts. This endless desire has led some to infer that they are lacking a Heart, and so they were named the Heartless by both realms. However, further study has shown that they are merely just disembodied Hearts, utterly consumed by Darkness, and now seek to consume other Hearts and so propagate themselves: Hearts taken by the Heartless also become Heartless.
The Heart is the essence of a person, granting emotions and personality. Thus, when a Heart is stolen, the Body and Soul left behind simply wither away and die, with no drive left. However, those rare few with strong Hearts can, through sheer willpower, continue their existence, coexisting with their Heartless. However, without a Heart, their life is empty of emotion and so meaning, and their bodies degrade into twisted mockeries of Somebodies. These empty shells, something so clearly alien to Somebodies, became known as Nobodies. However, as Nobodies become increasingly common, the most powerful ones seem to retain their drive, and nearly remain identical to their former appearance as Somebodies; indeed, some have become even more powerful because of the loss of their Heart. Lacking Hearts, they now desire above all else to find their Heart and become Somebodies once more – no matter the cost.
As the Keyblade War has continued to rage and twist the worlds, even stranger creatures have appeared: the Reversed. People in the Realm of Light are born with Hearts filled with Light, and those from the Realm of Darkness with Hearts full of Darkness. Yet people have begun disappearing, only to reappear later completely changed, the alignment of their Hearts reversed, completely twisting them. As the very antithesis of what it means to be an inhabitant of their home Realm, yet still alien to the other, the Reversed by nature seek to corrupt and destroy. Their powers tap into the negative emotions of people and strengthen them, creating bizarre creatures. Unlike the Reversed, who are more or less accustomed to their twisted nature, the creatures spawned by the Reversed are not accustomed to this twisted existence: they are those Unversed in their own existence.
Strange forces have arisen in the Realm of Darkness, monsters that consume other beings’ Hearts to further their power; however, they are mindless, only seeking the acquisition of more Hearts. This endless desire has led some to infer that they are lacking a Heart, and so they were named the Heartless by both realms. However, further study has shown that they are merely just disembodied Hearts, utterly consumed by Darkness, and now seek to consume other Hearts and so propagate themselves: Hearts taken by the Heartless also become Heartless.
The Heart is the essence of a person, granting emotions and personality. Thus, when a Heart is stolen, the Body and Soul left behind simply wither away and die, with no drive left. However, those rare few with strong Hearts can, through sheer willpower, continue their existence, coexisting with their Heartless. However, without a Heart, their life is empty of emotion and so meaning, and their bodies degrade into twisted mockeries of Somebodies. These empty shells, something so clearly alien to Somebodies, became known as Nobodies. However, as Nobodies become increasingly common, the most powerful ones seem to retain their drive, and nearly remain identical to their former appearance as Somebodies; indeed, some have become even more powerful because of the loss of their Heart. Lacking Hearts, they now desire above all else to find their Heart and become Somebodies once more – no matter the cost.
As the Keyblade War has continued to rage and twist the worlds, even stranger creatures have appeared: the Reversed. People in the Realm of Light are born with Hearts filled with Light, and those from the Realm of Darkness with Hearts full of Darkness. Yet people have begun disappearing, only to reappear later completely changed, the alignment of their Hearts reversed, completely twisting them. As the very antithesis of what it means to be an inhabitant of their home Realm, yet still alien to the other, the Reversed by nature seek to corrupt and destroy. Their powers tap into the negative emotions of people and strengthen them, creating bizarre creatures. Unlike the Reversed, who are more or less accustomed to their twisted nature, the creatures spawned by the Reversed are not accustomed to this twisted existence: they are those Unversed in their own existence.
The Factions:
In the violence of the Keyblade War, four factions have arisen, each determined to shape the future.
- The Renewers: the originators of the Keyblade War, led by Master Xine and Commander Perdix. Master Xine, long a fervent opponent of the Darkness, began the war, openly declaring his intent to bring the Realm of Darkness to ruin. However, his goal has begun to change; no longer satisfied with the divided, incomplete nature of the realms, he seeks to recreate the universe with the power of Kingdom Hearts. Many have joined him, agreeing that the ancient conflict between Light and Dark must end.
- The Defenders: the primary opposition to the Renewers, led by Lady Shimomura and Leonard Shinra. Although initially united with the rest of the Keyblade Wielders, hoping to quell Xine’s violence, the Defenders eventually split from the leadership of the order at the Seat of War, dissatisfied with their reluctance to use force equal to Xine’s. The Defenders now seek to utterly crush the Renewers, and reassert the nature of the universe’s division.
- The Conciliates: the remnants of the Keyblade Order, now led solely by Master Cid Decorde. The Conciliates seek to reconcile the various factions of the Keyblade Order, and form something approaching a cohesive whole. The Conciliates have no set goal but to bring peace; for them, the fate of the worlds can come later. Thus, their primary objective is to eliminate the recalcitrant leaders of both the Renewers and the Defenders, and work out a peace with the remaining Keybearers on both sides.
- The Forsaken: while the Keyblade Order has torn itself apart in war, the rest of the worlds have been left to fend for themselves, especially the worlds of the Realm of Darkness, confronted by growing numbers of the Heartless. Thus, under the Dark General Lixnuma, a few worlds have turned their back on the Keyblade War, ignoring their seemingly petty squabble and focusing on building a new universal order--with or without the Keybearers.
Gameplay:
This RP will be primarily action-based, as your characters fight the Keyblade War and are dispatched throughout the world by your superiors. Gameplay is based on a competitive, team-based format. Combat will be based upon battles for the control of a world. Factions will compete against each other in those battles, which shape the plot of the story. Between battles, players are free to interact with each other in their faction’s headquarters, or even go exploring the worlds and meet up with others.
Fronts:
Abilities:
Fronts:
Gameplay progresses linearly, through a series of Fronts--a world where there is active fighting between two or more factions. Every so often, a new Front will open up, and players will be sent there to further their side’s advances in the war.
More often than not, players will simply end up fighting their counterparts on an opposing faction; victory is merely determined between players by whoever RPs a better fight. Whichever faction scores more victories in that way wins the Front.
However, certain Fronts may have Objectives for each faction. For instance, the Objectives of the Renewers are often to merely cause mayhem or obtain information. When faced with an Objective, players are simply expected to RP a plausible and interesting situation that works toward the mission, while still allowing other factions to interfere. For instance, one Objective might be to infiltrate a base. The player disguises himself and sneaks in, only to be recognized in-game by another player as a foreigner, and the situation continues from there. Basically, avoid godmodding.
Fronts may also involve powerful monsters and NPC opponents--the equivalent of bosses. The GM will control any significant enemies for that battle, which will be indicated beforehand as a boss battle.
Fronts are rated by difficulty. In descending order:
Victory in a Front of any difficulty but Beginner earns you an Ability of that rank or below. Losers earn an Ability in the rank below the Front’s.
Whenever you are not on a Front, you are free to explore the worlds and develop your character--until the next Front opens up.
More often than not, players will simply end up fighting their counterparts on an opposing faction; victory is merely determined between players by whoever RPs a better fight. Whichever faction scores more victories in that way wins the Front.
However, certain Fronts may have Objectives for each faction. For instance, the Objectives of the Renewers are often to merely cause mayhem or obtain information. When faced with an Objective, players are simply expected to RP a plausible and interesting situation that works toward the mission, while still allowing other factions to interfere. For instance, one Objective might be to infiltrate a base. The player disguises himself and sneaks in, only to be recognized in-game by another player as a foreigner, and the situation continues from there. Basically, avoid godmodding.
Fronts may also involve powerful monsters and NPC opponents--the equivalent of bosses. The GM will control any significant enemies for that battle, which will be indicated beforehand as a boss battle.
Fronts are rated by difficulty. In descending order:
- Beginner
- Standard
- Proud
- Master
- Critical
Victory in a Front of any difficulty but Beginner earns you an Ability of that rank or below. Losers earn an Ability in the rank below the Front’s.
Whenever you are not on a Front, you are free to explore the worlds and develop your character--until the next Front opens up.
Abilities:
While simple combat is more than enough to get you through the entire RP, Abilities allow you to mix things up, making your fighting style and your battles more intense and dynamic.
Like Fronts, Abilities are rated by power. Every player starts out with two Beginner Abilities. Participating in Fronts earns you more Abilities of a higher rank.
NOTE: As a general rule of thumb, while higher level abilities are more powerful, they are slower than earlier level abilities. For example, a Fire spell in PvP will always be launched before a Firaga spell.
Beginner:
Standard:
Proud:
Master:
Critical:
NOTE: You are free to devise Abilities of your own and send them to the GM at any time.
Like Fronts, Abilities are rated by power. Every player starts out with two Beginner Abilities. Participating in Fronts earns you more Abilities of a higher rank.
NOTE: As a general rule of thumb, while higher level abilities are more powerful, they are slower than earlier level abilities. For example, a Fire spell in PvP will always be launched before a Firaga spell.
Beginner:
- Air Slide (dash forward in mid-air after a jump)
- Strike Raid (throw weapon to strike enemy, then returns to wielder)
- Sliding Dash (quickly dash up to enemy and through their normal guard)
- Fire (launch a small fireball at foes)
- Thunder (drop a weak lightning bolt above foes)
- Blizzard (launch a ball of ice and freezing energy at foes)
- Cure (heal a small amount of health for one ally)
- Libra (a scanning spell, revealing a boss's abilities and HP: a rough estimate of how many posts it will take to defeat)
- Magnet (draw enemies in)
- Aero (generate a weak gust to blow enemies away)
- Water (summon a weak blast of water)
Standard:
- Elemental Strike (a powerful physical attack, combined with fire, ice, or lightning magic)
- Elemental Raid (throw weapon, encased in fire, ice, or lightning magic)
- Blitz (three powerful overhand strikes, stunning the enemy)
- Aerial Slam (powerful underhand strike; sends weaker enemies flying upwards for follow-up attacks)
- Fira (a stronger Fire spell)
- Blizzara (a stronger Blizzard spell)
- Thundara (a stronger Thunder spell)
- Cura (a stronger Cure spell)
- Heal (heal many targets at once)
- Barrier (generate powerful magic barrier, temporarily protecting self from all directions)
- Magnera (a stronger Magnet spell)
- Aerora (a stronger Aero spell)
- Watera (a stronger Water spell)
- Stop (freeze enemy’s motion for a short time, allowing a small opening)
- Zero Gravity (reverse gravity for a short time for nearby enemies, making them float)
- Drain (deal light magical damage and absorb it as health)
- Shotlock - Flame Salvo (charge, then unleash a barrage of weak fireballs)
- Shotlock - Absolute Zero (charge, then rush enemies while coated with ice)
- Shotlock - Thunderstorm (charge, then fire homing rings of weak lightning spells)
Proud:
- Synch Blade (wield two Keyblades at once)
- Limit Break (if severely injured, unleash a massive combo of attacks; however, being struck in use leads to instant defeat)
- Sonic Blade (dash forward in a charging attack; if the first succeeds, follow up with three more dashes)
- Elemental Surge (dash forward, surrounded by fire, ice, or lightning magic; all surrounding enemies get hit by a weak blast of magic)
- Firaga (an even stronger Fire spell)
- Blizzaga (an even stronger Blizzard spell)
- Thundaga (an even stronger Thunder spell)
- Healara (a stronger Heal spell)
- Stopra (a longer lasting Stop spell)
- Zero Gravira (a longer lasting Zero Gravity spell)
- Drainra (a stronger Drain spell)
- Pearl (a single blast of Light magic; Light alignment only)
- Dark Firaga (a single blast of Dark magic; Dark alignment only)
Master:
- Glide (glide through the air for a while; slowly sinks over time)
- Final Limit (a stronger Limit Break)
- Time Splicer (inflict Stopga on all nearby enemies, before teleporting behind enemies in turn and slashing at them; if Stopga fails, user very vulnerable to counterattack)
- Ars Arcanum (ultimate Keyblade combo, with thirteen unblockable slashes of light; however, delayed start: if interrupted beforehand, user stunned; Light alignment only)
- Ars Solum (ultimate Keyblade combo, with nine unblockable slashes of darkness; however, delayed start: if interrupted beforehand, user stunned; Dark alignment only)
- Zantetsuken (a single strike with your weapon, for massive damage; however, very long delay)
- Triple Firaga (fire three Firaga spells at once)
- Triple Blizzaga (fire three Blizzaga spells at once)
- Triple Thundaga (fire three Thundaga spells at once)
- Curaga (the strongest Cure spell, fully healing user)
- Aeroga (an even stronger Aero spell)
- Magnega (an even stronger Magnet spell)
- Waterga (an even stronger Water spell)
- Healaga (an even stronger Heal spell)
- Stopga (an even longer lasting Stop spell)
- Zero Graviga (an even longer lasting Zero Gravity spell)
Critical:
- Cosmic Blade (powerful dashing attack cloaked in light; if successful, teleport behind enemies for up to five more dashes; Light alignment only)
- Chaos Blade (powerful dashing attack cloaked in darkness; if successful, teleport behind enemies for up to five more dashes; Dark alignment only)
- Trinity Limit (must be used with one or two other partners with Trinity Limit; combine energy into a massive beam of power)
- Holy (long delay to charge; unleash many columns of light, sending them in all directions; heals user; Light alignment only)
- Meteor (long delay to charge; call upon destructive meteor directly above enemy; Dark alignment only)
- Flare (the ultimate Fire spell; a massive fire ball that strikes all enemies; long recharge time between uses)
- Judgment (the ultimate Thunder spell; a massive thunderbolt that strikes a single enemy for massive damage and stunning them; long recharge time between uses)
- Glacier (the ultimate Blizzard spell; freeze all nearby enemies, before sending them flying away; long recharge time between uses)
- Tornado (the ultimate Aero spell; unleash a powerful tornado that gathers up enemies and sends them flying away; long recharge time between uses)
- Tsunami (the ultimate Water spell; unleash a massive wave of water to flood the battlefield and wash enemies away; long recharge time between uses)
- Quake (unleash powerful earthquake, striking all enemies and stunning them; long recharge time between uses)
- Transcendence (the ultimate Magnet and Zero Gravity spell; draw in one enemy with crushing magnetic force, before harshly reversing gravity to send them flying far away)
- Drainga (an even stronger Drain spell)
- Shotlock - Ragnarok (long charge, then unleashes many light blasts that individually track enemies; Light alignment only)
- Shotlock - Apocalypse (long charge, then unleashes many dark blasts that individually track enemies; Dark alignment only)
NOTE: You are free to devise Abilities of your own and send them to the GM at any time.
Rules:
- Follow all BMGf rules. This includes the obvious ones: be respectful, no spamming, etc.
- Be descriptive. Short posts make for a boring RP. Aim for at least three sentences, maybe even a paragraph.
- Keep OOC to a minimum. Any major discussion should be here, in the sign-up thread. Any OOC in the start-up should be game-oriented.
- No god-modding. Defeating everything effortlessly and solving every problem instantly makes for a very boring RP.
- Don’t control other players’ characters. This is simply proper procedure in any RP.
- Listen to the GM. I’m here to keep gameplay going and ensure things don’t go out of control.
- Read the rules and background information. They’re here for a reason. Reading the entire first post makes gameplay much smoother.
Sign-Up Form:
Name:
Age:
Gender:
Alignment: The nature of your Heart: Light or Dark.
Faction: Renewers, Defenders, Conciliates, or Forsaken.
Homeworld: Pick one of the worlds listed above, one from the games, or some other Disney, Final Fantasy, or purely original world of your own design.
Appearance: Keep it short and simple, but detailed.
Personality: A few sentences to a paragraph on your character’s personality: how they act, how they think, etc. Detail is always a must
Background: As with Personality, a few sentence to a paragraph. Explain your character’s history, growth, development: what made them who they are.
Keyblade: Please be original. Name it, and describe it. Detail is always good.
Abilities: Choose TWO of the Beginner Abilities above.
RP Sample: A sample of your averaging RPing. You should try keeping your posts to at least a few sentences.
Age:
Gender:
Alignment: The nature of your Heart: Light or Dark.
Faction: Renewers, Defenders, Conciliates, or Forsaken.
Homeworld: Pick one of the worlds listed above, one from the games, or some other Disney, Final Fantasy, or purely original world of your own design.
Appearance: Keep it short and simple, but detailed.
Personality: A few sentences to a paragraph on your character’s personality: how they act, how they think, etc. Detail is always a must
Background: As with Personality, a few sentence to a paragraph. Explain your character’s history, growth, development: what made them who they are.
Keyblade: Please be original. Name it, and describe it. Detail is always good.
Abilities: Choose TWO of the Beginner Abilities above.
RP Sample: A sample of your averaging RPing. You should try keeping your posts to at least a few sentences.
Characters:
NPCs: a few individuals who help guide the plot. Controlled by the GM.
Player Characters: the main cast--you.
- Master Xine – Keyblade Master; leader of the Renewers
- Commander Perdix – Keyblade Master; military commander of the Renewers
- Lady Shimomura – Keyblade Master; leader of the Defenders
- Leonard Shinra – Lord of Radiant Garden; backer of the Defenders
- Master Cid Decorde – Keyblade Master; leader of the Conciliates
- Dark General Lixnuma - Ruler of the Citadel and the Realm of Darkness; leader of the Forsaken
Player Characters: the main cast--you.
The Renewers:
The Defenders:
The Conciliates:
The Forsaken:
- David Thaeron – @Renewal
Alignment: Dark
Keyblade: Relentless Force. Completely silver in color. Broad blade, with four claw-like spikes for teeth. The handle is shaped from a pair of raised angelic wings, with a blue eye where the blade meets the handle. Its Keychain is another blue eye set in a silver feather.
Abilities:
- Fire
- Blizzard
- Raven Black – @Eternal Fire
Alignment: Light
Keyblade: Skylar. It belonged to his father, who gave it to him on his eighteenth birthday. Black with yellow lightning bolts carved in its blade, also has visible battle damage.
Abilities:
- Blizzard
- Magnet
The Defenders:
- Reill Inalis – @Renewal
Alignment: Light
Keyblade: Chained Heart. Long white blade, wrapped in fine silver chains, with a black hexagonal hilt. Its teeth are three black hearts joined together at the top. Its Keychain is three black hearts joined together, identical to the teeth.
Abilities:
- Strike Raid
- Cure
- Mila Fey - @Eternal Fire
Alignment: Light
Keyblade: Saria, a deep purple two bladed keyblade that looks worn with battle damage. She carved an intricate pattern of stars along it's blade.
Abilities:
- Thunder
- Fire
- Kyle – @Aura Sphere
Alignment: Light
Keyblade: Lucky Penny. The teeth (double-sided to use forehand or backhand) are an exaggeration of the ridge pattern around American coins, an S shape makes the shaft an $ sign, the handle is made to look like a roll of coins like you get from change makers, and the hand guards are ₵ signs. The keychain is a top hat.
Abilities:
- Strike Raid
- Air Slide
- Neil Dent – @Angad
Alignment: Dark
Keyblade: Smoking Cinders: a sword with the keyblade as the hilt and and a hooked longsword for the actual blade. The fashion on the handle and the hook on the longsword allow for easy climbing and gouging with the blade, while the blade continuously emits smoke. The blade is a combination of grey and red and the chain is a green lighter.
Abilities:
- Fire
- Sliding Dash
The Conciliates:
- Eliot Nadel – @Mouthful of Pi
Alignment: Light
Keyblade: Rune Blade: A keyblade, in the pin-and-tumbler style. It's blade is blue-grey, and covered in light blue runes, and the hilt is circular, and a dull red, with a black, bandaged handle. The keychain is shaped like a white feather.
Abilities:
- Air Slide
- Thunder
- Tailisu Edge – @Tailisu10
Alignment: Light
Keyblade: Sea's Breeze: The teeth of the keyblade resembles an ocean wave.The shaft is composed of two thin and smooth bars that goes from the color blue to white to the teeth of the keyblade. The handle is thin and smooth with a metallic blue color. The handguard is thin,round and has a metallic dark blue color. The keychain is Tailisu Necklace's Medallion which he always wear.
Abilities:
- Air Dash
- Magnet
- Tyler Lane – @Sky Flame Haze
Alignment: Light
Keyblade: Fallen Drac: A blade with a guard in the shape of a dragon's head, the guard in itself is black with horn coming out of the dragon's head. The handle is long and crimson and the blade is completely white and key shaped.
Abilities:
- Sliding Dash
- Fire
- Kisomma – @Godo-kun
Alignment: Light
Keyblade: Lost Myth- a keyblade that has a hilt that looks like a birds wing folded in. The neck has engravings of various things. The top is designed as half of a sun, and the other, a beak of a bird and a sword point. It has a bird-designed keychain
Abilities:
- Fire
- Air Slide
- Jeremy Darius - @Singin in the Rain
Alignment: Light
Keyblade: Spiritum Aqueum. Its body appears as a river of water, with every shade of water imaginable somewhere on it. Its chain appears as a drop of rain, and its teeth has the appearance of a chunck of eroding rock with water splashing up against it. Lacking in raw power, it exells in defensive magic that keeps the foe at bay while slowly damaging them.
Abilities:
- Water
- Aero
- Luna Cartwright – @M Rose
Alignment: Light
Keyblade: The Night, A large crimson key with a handle shaped like a vampire bat and a small chain with a silver cressent moon
Abilities:
- Thunder
- Aero
The Forsaken:
- Rainei Lilliam – @JayKashiki
Alignment: Light
Keyblade: Raiberge; a 5 foot long Keyblade with a white blade and golden handle. The handle itself points out into a four point star at all sides, while coming down into a rectangular shape; the bandaged handle on the inside. The chain is a silver, long and flowing one, a gothic "X" shape on the end of it. The Keyblade is manifested from her necklace pendant; given to her by her father.
Abilities:
- Strike Raid
- Thunder
- Siegfried "Freed" Catenon - @Renewal
Alignment: Dark
Keyblade: Upheld Sentiment. Corroded, dark grey blade, with a shattered crown emblem for the teeth. The hilt is a pale blue broken circle. Shattered blue chains wrap around the entire Keyblade. Its Keychain is a pair of spread grey wings.
Abilities:
- Magnet
- Aero
If you have any questions or need clarification on any thing, just ask Renewal!
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