Torrin rolled his eyes at Boreas for wanting to play along. Obviously they had different opinions on the relevance this costumed duck had on their mission. "Guess we're doing this now." Torrin folded his arms and watched as Darkwing Duck whipped out a large pen to begin signing Boreas's cape. Despite Torrin wanting to move on from here he did find the image of the situation a little amusing especially since it was Boreas who played along. "The only thing I remember happening yesterday was battling Taurus Bulba on a rooftop to stop his evil plans. Just when I had the fiend on the ropes a dark storm came over and swept us away!" Darkwing scratched his beak. "In the time I was unconscious the city really seems to have changed. No one around here seems to recognize me anymore! It's as if they've all forgotten about my heroic deeds." "Uh Darkwing? Mind if I borrow my friend for just a minute?" Torrin motioned for Boreas to come over while Torrin moved towards the rest of the group. He lowered his voice so that only the other keybladers could hear before speaking again. "It sounds like our heroic mallard over there doesn't realize he got sucked into another world. His home probably fell to darkness yesterday. So let's keep quiet about that, alright?" Torrin looked over towards Darkwing who waved at them with a feathered hand. Torrin awkwardly waved back before returning his attention towards the group. "He's not from this world so, as much as it pains me to say it, we're going to have to keep an eye on him. So..." He let out a long sigh. "He comes with us. If we're lucky he won't get in our way." Round 3 Illiana Aria Glyde Qamar Glyde took 13 Damage! (72/85HP) Illiana took 23 Damage! (16/60HP) Illiana's MP Rage activated! Aria took 19 Damage! (31/90HP) Qamar took 20 Damage! (30/65HP) Enemies Remaining: 28 Gargoyles (16AP) 5 Invisibles (18AP) 11 Air Pirates (12AP) Counter Heal – Illiana's Evasion is permanently raised by 1 Tier. Whenever Illiana dodges an attack she automatically regains 5 HP. HP: 16/60 AP: 56/56 MP: 15/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Defender – Reduce damage when at 30% or lower HP. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] STATUS Rainbow Glow: 2 Turns Rainbow Glow – Aria casts an armor of light on the party that lasts for 3 turns. Their defenses are increased by 30%. HP: 31/90 AP: 44/44 MP: 50/30 DP: 3/3 FORMS First Dawn: 2 Turns PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. White Mage – Cure heals 2 targets instead of 1. Link Boost – D-Links last an extra turn. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. STATUS Rainbow Glow: 2 Turns Shoot – During battle Glyde can shoot up to 3 magical bullets at enemies worth 8 AP. During this his Evasion rises 1 Tier. HP: 72/85 AP: 44/44 MP: 16/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Leaf Bracer – Take reduced damage when casting Cure. Fire Boost – Fire hits 1 extra target. Fire Screen – Reduces Fire damage taken. MP Haste – Regain 1 MP per turn. Aero Boost – Aero lasts an extra turn. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] STATUS Rainbow Glow: 2 Turns Serenity – When low on MP Qamar's defense is increased 15%. HP: 30/65 AP: 58/58 MP: 20/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Finisher Plus – [Only effective against Bosses.] Increases damage dealt by physical damage by 15 when all AP is spent. Defender – Reduce damage when at 30% or lower HP. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid lunging attack that strikes 7 times. Each thrust is worth 6 AP to use against 7 enemies or concentrate the damage on fewer enemies for a maximum damage of 42 AP. Fills Break Gauge by 15%. STATUS Rainbow Glow: 2 Turns
Torrin rolled his eyes at Boreas for wanting to play along. Obviously they had different opinions on the relevance this costumed duck had on their mission. "Guess we're doing this now." Torrin folded his arms and watched as Darkwing Duck whipped out a large pen to begin signing Boreas's cape. Despite Torrin wanting to move on from here he did find the image of the situation a little amusing especially since it was Boreas who played along. "The only thing I remember happening yesterday was battling Taurus Bulba on a rooftop to stop his evil plans. Just when I had the fiend on the ropes a dark storm came over and swept us away!" Darkwing scratched his beak. "In the time I was unconscious the city really seems to have changed. No one around here seems to recognize me anymore! It's as if they've all forgotten about my heroic deeds." "Uh Darkwing? Mind if I borrow my friend for just a minute?" Torrin motioned for Boreas to come over while Torrin moved towards the rest of the group. He lowered his voice so that only the other keybladers could hear before speaking again. "It sounds like our heroic mallard over there doesn't realize he got sucked into another world. His home probably fell to darkness yesterday. So let's keep quiet about that, alright?" Torrin looked over towards Darkwing who waved at them with a feathered hand. Torrin awkwardly waved back before returning his attention towards the group. "He's not from this world so, as much as it pains me to say it, we're going to have to keep an eye on him. So..." He let out a long sigh. "He comes with us. If we're lucky he won't get in our way."
Heart Beucefilous Ego Imperium Dead. Kaela Arrives. Kaela's Banner is Used. Kaela Dies. Mirror Mikaela Arrives. Mirror Mikaela Dies. Name: Mikaela 'Mika' Mitsune Age: 21 Gender: Female Appearance: HERE Keyblade: Fire's Fox Homeworld: Unknown Master: Choma Personality: Having lost her memory, Mika is rather unsure of herself. The only thing she is sure of is that she really likes her cat, Nini. She's a bit scared to trust people, but she's also scared of being alone. More than anything, Mika wants to find out what happened to her. Other: She really likes fire and even has a flame necklace. It sometimes looks like it is actually on fire and gets hot. LVL: 3 HP: 20 AP: 12 MP: 20 Abilities: Guard Adalric Forms Dead. Name: Adalric Hohenheim Age: 24 Gender: Male Appearance: Here Keyblade: This Homeworld: Shalvira Master: Aster Personality: Very unsocial. Not really so much because he dislikes socializing, but because he doesn't really know how. He says sorry a lot as somewhat of a defense mechanism. He's fairly nice, if a bit hard to talk to. LVL: 33 HP: 150 AP: 20 MP: 30 DP: 3 Abilities: Libra – Once per turn Aldaric can learn about a Boss's moveset to learn about one of its abilities or give insight on the Boss's next move. Guard Dodge Roll Defender Second Chance Wall Fire Screen Blizzard Screen Thunder Screen Spells: Cura Stonera Watera Reflera D-Links: Aster Keyblade Transformations: Glider Drives: Unreachable Garden Cost: 3 DP Adalric is enveloped in blue and pink hexagons which then shatter, revealing his robe to be flowing and seemingly dissipating into petals at the end, though the material on the cloak never lessens. Regain 10 MP +30% Defense Regenerate 7 HP per turn. Bad Luck: On taking damage, roll twice and take the higher number. Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10. Improved Guard: Whenever Adalric saves half of his AP or more during a Guard he cannot take critical damage. Spellguard: Adalric's guard takes on magical properties and some of his spells are replaced with their magical variant. Only one of these can be used per turn. Each costs 10 MP to use. Steelguard: Doubles effectiveness of guarding. Replaces Stone. Mediguard: Heals Adalric inversely proportional to the amount of HP he has remaining. Replaces Cure. Mirrorguard: Returns 1/3 of damage to enemies attacking Adalric. Replaces Reflect. Glyde Forms Dead. Name: 'Glyde Tyler' Age: 15 Gender: Male Appearance: Glyde Keyblade: “Standoff” Homeworld: Wayfarers’ Homestead Master: Atmos Personality: Cautious and skeptical; socially withdrawn and highly selective of interactions; has thus far evaded close emotional bonds with his peers. Comes off as harsh and cold, even towards those that would be his friends, though only when conversation drifts closer to more personal matters. Nonetheless, he proves himself a reliable ally, and a highly motivated pupil. Other: He claims to have lost most of his memories, though he may remember more than he let's on. More than likely, only his Master will truly see through his mask at first, and it does seem likely that his name is a pseudonym. LVL: 34 HP: 85 AP: 48 MP: 30 DP: 3 Abilities: Guard Dodge Roll Shoot – During battle Glyde can shoot up to 3 magical bullets at enemies worth 8 AP. During this his Evasion rises 1 Tier. Leaf Bracer Fire Boost Fire Screen Vicinity Break MP Haste Aero Boost Spells: Cura – 10 MP. 15 HP. 1 Ally. Fira – 9 MP. 8 AP. 6 Targets. Thunder – 8 MP. 2 AP. 6 Targets. Aerora – 11 MP. +3 Evasion. 1 Ally. 4 Turns. Ruin – 15 MP. 6 Times Current DP. 2 Targets. D-Links: Atmos Jim Hawkins Team Incredible Keyblade Transformations: Glider Drives: None.
O.KnightofTwilight KHGrl15 Vladek515 Zimmy Chrys Forms Name: Chrysanthemum Light Age: 18 Gender: Female Appearance: Another Light... Keyblade: Forgotten Flower Homeworld: Garden of Rivers Master: The Light Chaser Personality: Chrysanthemum Light is a soft spoken, yet friendly and curious individual. She loves to see other worlds and meet new people; even if she is hard pressed to introduce herself and doesn't actively contribute, she greatly enjoys being around and watching others. Other: "He'll probably hate me for this, but... I guess you can call me Chrys." LVL: 54 HP: 130 AP: 66 MP: 42 DP: 3 Abilities: Guard Dodge Roll Blitz White Mage Defender Shield Break – Can only be used once per battle. During the turn this ability is used Guard, Stone, and Reflect are ignored by Chrys's physical attacks. Deals 25% more damage with physical attacks to bosses when used. Dispel – Can only be used once per battle. Removes effects of Spells from all enemies. Stone Boost Red Mage Vicinity Break MP Haste MP Drain Second Chance Doublecast Spells: Curaga – 10 MP. +25 HP. 2 Allies. Aerora – 11 MP. +3 Evasion. 4 Turns. Waterga – 15 MP. +14 AP. 1 Ally. 4 Turns. Stonega – 13 MP. Reduces Damage By 15. 1 Ally. 5 Turns. Reflega – 15 MP. 20 AP. Negates 20 Damage. 1 Target. Sparkra – 9 MP. 10 AP. 5 Targets. +5 HP To Self. +5% BG. D-Links: Light Chaser Keyblade Transformations: Glider Rapier ??? ??? ??? Drives: Fleur Form Cost: 3 DP Chrys's black jacket changes to a light blue flower petal material before extending into a robe. Her cuffs change into bell sleeves and her hair changes to a dark shade of blue. She begins to levitate and glow faintly. Chrys's keyblade is surrounded in a magical glow as her power increases. Guard efficiency increases. Enemies require 1 less AP to defeat. [Deal an extra 25 damage per round against bosses.] Regain 10 MP +10% Defense +1 Evasion Regenerate 7 HP per turn. Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10. Flowersguard: Three petals act as a defense for Chrys. Each petal will absorb 20% damage upon being destroyed. One is destroyed every time Chrys takes damage. Sylvan Charge: Three petals surround Chrys. Each can be used to cast a spell for 0 MP by crushing it. Illiana Forms Name: Illiana Salavic Age: 21 Gender: Female Appearance: Boop! Keyblade: Lumios Star (Left One) Homeworld: Stella Nihil Master: Atmos Personality: A bit sassy, considerate of others, a smidge mischievous, somewhat a tease, can be serious when she wants to be, keeps things to herself too often. Other: She carries around an umbrella a lot. LVL: 37 HP: 65 AP: 62 MP: 30 DP: 3 Abilities: Guard Dodge Roll Combo Plus Counter Heal – Illiana's Evasion is permanently raised 1 Tier. Whenever Illiana dodges an attack she automatically regains 10 HP. Black Mage Second Chance Defender MP Rage Black Wizard Doublecast MP Haste Spells: Cura – 10 MP. +15 HP. 1 Ally. Fira – 7 MP. 8 AP. 5 Targets. Blizzara – 7 MP. 45 AP. 1 Target. Thundara – 7 MP. 4 AP. 9 Targets. Ruinra – 15 MP. 10 Times Current DP. 2 Targets. D-Links: Atmos Jim Hawkins Team Incredible Machina Taran Keyblade Transformations: Glider Twin Fans Thorn Whip Drives: Fledgling Fire Cost: 3 DP Like a newborn dragon, this form allows Illiana to channel her inner fire. A gauntlet appears on her right arm, almost like a dragon. Her dress turns black with lace sleeves to match her gauntlet. A red aura surrounds her. Attacks have the Fire element attached to them. Enemies weak to Fire require half the AP to defeat. [Deal an extra 15 damage per round against bosses.] The keyblade can fire off magical bullets to strike enemies. Enemies with elemental weaknesses require 2 less AP to defeat. [Deal an extra 15 damage per round against bosses.] Regain 10 MP Regenerate 7 HP per turn. Firetouch: Illiana takes no damage from Fire-based attacks. Pyro-Wave: By sacrificing 20% of her HP, Illiana can double the power of Fire spells. Boreas Forms Name: Boreas Thessalian Age: 23 Gender: Male Appearance: Boreas himself Keyblade: Silver Wind Homeworld: Realm of Darkness Master: Errin Personality: Loyal, courageous, a bit hot-headed and judgmental. Other: Knows Torrin LVL: 44 HP: 115 AP: 56 MP: 30 DP: 3 Abilities: Guard Dodge Roll Inspiring Presence – Boreas makes a call to arms increasing the party's AP by 10 and Evasion 1 Tier for 3 Turns. Defender Combo Plus Finisher Plus Black Mage Black Wizard Blitz+ Doublecast Spells: Cura – 10 MP. +15 HP. 1 Ally. Firaga – 7 MP. 16 AP. 6 Targets. Blizzaga – 7 MP. 85 AP. 1 Target. Thundara – 7 MP. 4 AP. 9 Target. Poisona – 15 MP. 10 AP Per Turn. 1 Target. Boss Only. Stacks If Cast By Other Characters. Reflect – 15 MP. 10 AP. Negates 10 Damage. 1 Target. D-Links: Torrin Joch Team Incredible Keyblade Transformations: Glider Repeating Crossbow Glaive-Guisarme Pernach Drives: To Glory and Ruin! Cost: 3 DP A reckless charge at the enemy with Boreas attacking anything in his way, stopping at nothing. A purple flame aura surrounds Boreas leaving small flames in his footsteps. Attacks have the Fire element attached to them. Enemies weak to Fire require half the AP to defeat. [Deal an extra 15 damage per round against bosses.] Attacks are imbued with the Dark. Enemies without elemental weaknesses require 2 less AP to defeat. [Deal an extra 20 damage per round against bosses.] +30 AP Explosive: Your power is erratic and will randomly cause you and/or your allies to take damage from your attacks. Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10. Dark Harvest: Each enemy slain restores 1 HP to Boreas. Furious Charge: Boreas surges forward charging the enemy lines, the attack splits 30 AP over multiple enemies. Qamar Forms Name: Qamar Age: 20 Gender: Female Appearance: Here Keyblade: Here Homeworld: Moluk Master: Kidemonas Personality: Cocky and tough talking. She is always judgmental and telling people the hard truth, even if it hurts. She looks up to her Master and fellow students, trying to do better than any of them with all her strength. While many girls chose magic, she chose brute strength. Using magic only when necessary. Other: Knows Adalric through her master. LVL: 39 HP: 80 AP: 60 MP: 30 DP: 3 Abilities: Guard Dodge Roll Serenity – When low on MP Qamar's defense is increased 15%. Combo Plus Second Chance Finisher Plus Blitz+ Sonic Blade Defender Spells: Cura – 10 MP. +15 HP. 1 Ally. Aerora – 11 MP. +3 Evasion. 1 Ally. 3 Turns. Stonera – 13 MP. Reduces Damage By 10. 1 Ally. 3 Turns. Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target. Watera – 15 MP. +10 AP. 1 Ally. 3 Turns. Warp – 10 MP. +2 Evasion. Self. 1 Turn. D-Links: Kidemonas Team Incredible Keyblade Transformations: Glider Rapier Dual Blades Tiger Claws Drives: Domination Cost: 3 DP Qamar takes on a fencing stance, thrusting her keyblade to attack and having her speed greatly enhanced. She is able to dodge most attacks with ease, but still cannot take too many hits before being taken down. +20 AP +1 Evasion Regenerate 7 HP per turn. Offender: Once Qamar's HP is at 30% or lower she gains another 20 AP. Penetrator: Qamar deals 5 hits that deal 5 AP each. She can extend this attack to a maximum 10 hits by sacrificing 10 HP for every additional attack.
Arch Maka Mok Aelin cstar Torrin Forms Name: Torrin Age: 23 Gender: Male Appearance: Torrin Keyblade: Evenfall Homeworld: Realm of Darkness Personality: Torrin is distant and is quick to aggression. Whenever he feels that he has committed some wrong he will stop at nothing to correct past mistakes. Only those connected to his past cause him to lighten up. He takes time warming up to people. Other: During his time in the Realm of Light he trained under a second master and earned the Mark of Mastery. {Mirror Torrin} LVL: 64 HP: 160 AP: 78 MP: 50 DP: 5 Abilities: Guard Dodge Roll Shin-Zantetsuken – An instant attack that destroys 10 random enemies. Deals 160 fixed damage to bosses and cuts all effects down to 1 turn of duration or ends them if the effects were on their last turn. Combo Plus x2 Blitz+ Over the Horizon Sonic Blade Strike Raid MP Rage MP Hastera Doublecast Yellow Mage Yellow Wizard Spells: Curaga – 10 MP. +25 HP. 1 Ally. Firaga – 9 MP. 16 AP. 5 Targets. Blizzaga – 10 MP. 80 AP. 1 Target. Thundaga – 8 MP. 6 AP. 13 Targets. Ruinga – 12 MP. 15 Times Current DP. 2 Targets. Fataga – HP. AP Equal To HP Sacrificed. BG Equal To HP Sacrificed. Any Targets. Warpza – 4 MP. +3 Evasion. Self. 1 Turn. D-Links: Team Incredible Machina Boreas Keyblade Transformations: Glider Dual Blades Halberd Bow Greatsword Axe Drives: Critical Form Cost: 3 DP A faint white aura emanates from Torrin and his keblade. His fighting style becomes faster, more efficient, and incorporates unarmed strikes. Guard efficiency increases. Enemies require 1 less AP to defeat. [Deal an extra 25 damage per round against bosses.] +20 AP +1 Evasion +10% Defense Zerocast: Removes ability to cast magic. Recovery Kick: Torrin deals 30 AP worth of damage when recovering from a critical attack. Ars Dominum: Torrin launches a fast combo on an enemy with many precise cuts. Damage dealt is between 50 to 100 AP. Deals more damage the later the ability is used. Can only be used twice. Aria Forms Name: Aria Dorin Age: 18 Gender: Female Appearance: ★~Here~★ Keyblade: ☾~Colorful World~☾ Homeworld: Amerath Master: Choma Personality: Optimistic, stubborn, and an ambitious type of individual. Tries to make friends with everyone she meets (even though they probably don't like her). Other: Likes everything rainbow and strange LVL: 38 HP: 100 AP: 50 MP: 30 DP: 3 Abilities: Guard Dodge Roll Rainbow Glow – Aria casts an armor of light on the party that lasts for 3 turns. Their defenses are increased by 30%. White Mage Blitz+ Sonic Blade Link Boost Vicinity Break Doublecast Spells: Cura – 10 MP. +15 HP. 2 Allies. Fira – 9 MP. 8 AP. 4 Targets. Blizzara – 10 MP. 40 AP. 1 Target. Thundara – 8 MP. 4 AP. 8 Targets. Watera – 15 MP. +10 AP. 1 Ally. 3 Turns. D-Links: Choma Jim Hawkins Gero Team Incredible Machina Keyblade Transformations: Glider Bow Spear Dual Katana Drives: First Dawn Cost: 3 DP Her clothes turn into the colors of red, blue, and yellow and she emits a glow to match those colors. Attacks are imbued with the Light. Enemies without elemental weaknesses require 2 less AP to defeat. [Deal an extra 20 damage per round against bosses.] Regain 30 MP +10% Defense No Chance: On taking damage, roll twice and take the higher number. Cancels Second Chance. Primary Boost: Fire, Blizzard, and Thunder suffer no penalties when being cast on enemies strong against an element. Healing Light: Cure can be cast on the entire party. Chrono Forms Name: Chrono Dellia Age: 19 Gender: Male Appearance: Guess who's back Keyblade: Wandering Star Homeworld: Lux Horologium Master: Atmos Personality: Chrono is as headstrong as he is curious about how things once. Once his mind is set towards something, it takes a lot of effort to deter him until he's content with what he's found. His cheerful disposition rarely fades from his face except for certain situations, in which his expression is one that befits it. Other: He carries around with him a pocket watch, it doesn't actually do much other than tick, but the ticking helps him think at times. LVL: 42 HP: 90 AP: 62 MP: 30 DP: 3 Abilities: Guard Dodge Roll Defender Temporis Imitatio – The more AP saved, the higher the chance Chrono will dodge by making a Time Clone of himself. The Time Clone will attack with a random Active Ability Chrono has learned. Combo Plus Blitz+ Vicinity Break Judgment Red Mage Spells: Cura – 10 MP. +15 HP. 1 Ally. Thundara – 8 MP. 4 AP. 8 Targets. Watera – 15 MP. +6 AP. 1 Ally. 4 Turns. Aerora – 11 MP. +3 Evasion. 1 Ally. 4 Turns. Ruinra – 15 MP. 10 Times Current DP. 2 Targets. D-Links: Atmos Jim Hawkins Team Incredible Tinarah Takehiko Keyblade Transformations: Glider Gun Bow Drives: Temporal Seeker Cost: 3 DP A silver aura cloaks Chrono as a golden translucent clock face appears above his keyblade's hilt. The numbers 1-4 are the only ones lit for the time being. Only the hour hand on the clock and the clock itself gongs upon passing each number. Attacks have the Thunder element attached to them. Enemies weak to Thunder require half the AP to defeat. [Deal an extra 15 damage per round against bosses.] +10 AP +10% Defense Stop & Stun Immunity Weary: For the 2 turns following exiting your form you cannot cast magic and your AP is reduced by 10. Temporis Arcus: When attacked, Chrono has a 25% chance to inflict Stop to one of the enemies that attacked him. Temporis Dividere: Chrono creates a time clone that has half of Chrono's max HP and AP to fight alongside him. Tinarah Forms Name: Tinarah Dellia Age: 18 (formerly 12) Gender: Female Appearance: bloop (formerly this) Keyblade: Angel's Heart Homeworld: Lux Horologium Master: Choma Personality: Quiet and timid, Tinarah won't speak very much to anyone. She is a very obedient individual who will listen to everything. She won't judge anyone. She is a very peaceful individual. Other: Be nice to her. She is too innocent for this world. LVL: 43 HP: 95 AP: 62 MP: 30 DP: 3 Abilities: Guard Dodge Roll MY FRIENDS! – Whenever casting Cure on someone other than herself the spell heals 15 more HP. Defender Cure Boost Black Mage MP Haste Blitz White Mage White Wizard Leaf Bracer Spells: Cura – 10 MP. +20 HP on self. +35 HP on allies. 3 Allies. Blizzara – 10 MP. 45 AP. 1 Target. Fira – 9 MP. 8 AP. 5 Targets. Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target. Esunara – 10 MP. Removes Poison, Stun, and Silence. 1 Ally. D-Links: Choma Stamatis Team Incredible Chrono Keyblade Transformations: Glider Harp Three Section Staff Drives: Magic's Dance Cost: 3 DP When entering the form a blue-ish glow surrounds Tinarah and an icy frost clings to her keyblade. There is a faint blue glow coming from her necklace that seems to serve as an aid to the power as the sound of a violin paired with a piano seems to come from her necklace. Attacks have the Blizzard element attached to them. Enemies weak to Blizzard require half the AP to defeat. [Deal an extra 15 damage per round against bosses.] The keyblade can fire off magical bullets to strike enemies. Enemies with elemental weaknesses require 2 less AP to defeat. [Deal an extra 15 damage per round against bosses.] Regain 10 MP Regenerate 7 HP per turn. Invigorating Duet: Music is emitted from Tinarah in this form, as it does, anyone who can hear it, regenerates 5 MP per turn that she is in that form. Timely Lullaby: Tinarah brings out her violin and plays a lullaby that lulls nearby enemies to sleep, reducing the amount of AP needed to kill them by 5. Take Forms Name: Takehiko (Tah-kay-hee-coh), goes by Take (Tah-kay) Age: 16 Gender: Male Appearance: 岳彦 Keyblade: Guardian's Breath Homeworld: Incandescent Peak Master: Atmos Personality: Coming from a world of protectors, Take becomes protective of his comrades. He's happy to be on the journey and excited to learn more about himself and the other worlds. However, he can easily become conformist, which makes him take orders very often without question. Other: his motif be mountains and dragons LVL: 43 HP: 125 AP: 50 MP: 30 DP: 3 Abilities: Guard Dodge Roll Provoke – Once per battle Takehiko can draw enemy attention from 2 allies and boosts his defense. Defender Blitz+ Reaction Boost MP Rage Wall MP Gift MP Drain Spells: Cura – 10 MP. +15 HP. 1 Ally. Blizzara – 10 MP. 40 AP. 1 Target. Stonera – 13 MP. Reduces Damage By 10. 3 Turns. Reflera – 15 MP. 15 AP. Negates 15 Damage. 1 Target. Fatara – HP. AP Equal To 1/2 HP Sacrificed. Any Targets. D-Links: Atmos Jim Hawkins Team Incredible Chrono Keyblade Transformations: Glider Great Axe Flying Dragon Claw Drives: Paladin Form Cost: 3 DP Attacks have the Stone element attached to them. Enemies weak to Blizzard require half the AP to defeat. [Deal an extra 15 damage per round against bosses.] Attacks are imbued with the Light. Enemies without elemental weaknesses require 2 less AP to defeat. [Deal an extra 20 damage per round against bosses.] +20% Defense Regenerate 7 HP per turn. Burning Fast: Every turn after activating your form there is a 40% chance that you will revert to normal. Good Karma: Gives party members 60% chance of getting hit. If they are not hit the attack is instead hits Takehiko Bad Karma: 45% of damage Takehiko braces is absorbed by the shield and reflected in a shield smash attack towards the enemy. Karma Bomb: The damage absorbs until the shield is used. If the form ends before Takehiko uses the shield, the absorbed attacks attack him instead.
1. No godmodding, powerplaying, etc. 2. No gore or excessive cursing. Unless it’s a magic curse. Then that’s fine. 3. Avoid one-liners. I am not going to impose a minimum word limit but try to put effort into your posts. 4. Some keyblades are off-limits. EX: Master Xehanort’s Keyblade and the X-Blade. 5. During battle, you must write something relevant to the fight and include the actions your character has taken. 6. When in doubt, ask me! Seriously, don’t be afraid to ask. 7. You can use the "Other" section to add any relations your character may have with others. 8. Rules may be added, changed, or removed as I see fit. 9. Absence from the RP for 13 days, without any notice, will result in loss of your character. 10. If you haven't claimed rewards within a week then they are forfeit. Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 As a child there was a saying my father was fond of: "The closer you get to light, the greater your shadow becomes." Aside from being a clever analogy I never thought it to hold any practical meaning. If this held any truth then why would one light a candle to find their way through the night? Shadows wash away under their illumination and a room does not grow darker with every candle burned. Perhaps it was my eagerness to argue over such pointless technicalities that kept my peers at a distance. I never mourned the lack of companionship in my life as my family and my studies kept my mind busy. The sunrise woke me each morning and, rather than curl up in bed asking for "five more minutes", I rose to watch as the light cast away the dark of the night. Birds sang, skies cleared, and warmth filled the air. I would watch as people began to fill the streets, happy to go about their business and I wondered just what made them smile. Did they enjoy the warmth of the sun's rays as I did? Even if they did not, knowing those around me were happy here with those they cared for was enough. I was 10 when I lost my world to the darkness. Chasms opened and creatures made out of shadow with yellow eyes crawled from the earth. My mother took my hand to get me out of the house while my father did his best to defend us. My father was overwhelmed and his Heart emerged from his body. My mother and I managed to get to the hill overlooking our home and the homes of our neighbors but from that vantage point all we could was that there would be no escape. Pieces of our world were being pulled into the darkness and the monsters already began to close in on us. My mother shielded me from their claws but she fell just as my father did, her heart being taken from her. I would have met that same fate if it was not for the sudden interference of a man wielding a strange looking sword. He had emerged from a column of light and struck down the creatures who had surrounded me. The rest of the entry is missing... Along the journey to what was to be my new home I took the time to learn everything I could from this Keyblade Master, Fost as the elder man called himself. Apparently the world that we live in now, and I do not mean "world" in the planetary sense, was reborn a long time ago after a great war was waged. It was only due to the light from the hearts of children that the world was brought back from darkness that came from the Keyblade War. With such powerful light it seemed that anything was possible. I had to know more. From what Fost told me, Heartless were creatures created when a heart was lost to the dark. An ironic name considering they were nothing but a manifestation of the heart's darkness. The body of a Heartless is cast aside and fades into nothingness. If the heart of a keyblade wielder is irreversibly corrupted they become monstrous creatures with immense power known as Darklings. Of course, such Heartless had not been seen for a long time as no wielder had fallen to the darkness in recent memory. Knowing what lurked in the shadows was not enough for me. I needed the power to fight back. I needed a keyblade. ??? The first part of the entry is missing... Years of study and training passed. Nothing of note happened. Really? Nothing of note? REALLY? It has been some time since I have written in this journal. I regret showing Chryssa I had ever written in this ratty old thing. I suspect later tonight she'll sneak in and leave her own comments like she did last time. Honestly, by now, I don't really mind them. That's good to hear! Today is the last day we'll spend here on this world. Chryssa has already passed her Mark of Mastery exam and Stamatis and his students are preparing a celebration for us. We leave at morning's first light to a new destination. We are to seek out the Council of Lights, an order that only allows the most talented of Masters to train on their homeworld and only the best to join their ranks. They oversee interactions between Masters and ensure that all the established laws are being upheld and, if those laws are broken, the oversee punishment and the restoration of order. It's an exciting prospect to be sure but it doesn't hold a candle to the joy I saw in her eyes when she passed her exam. Leaving together on our journey makes it easier to say goodbye to my second home. ??? ??? Code: Name: Age: Gender: Appearance: Keyblade: Homeworld: Master: [Leave blank.] Personality: Other:
As a child there was a saying my father was fond of: "The closer you get to light, the greater your shadow becomes." Aside from being a clever analogy I never thought it to hold any practical meaning. If this held any truth then why would one light a candle to find their way through the night? Shadows wash away under their illumination and a room does not grow darker with every candle burned. Perhaps it was my eagerness to argue over such pointless technicalities that kept my peers at a distance. I never mourned the lack of companionship in my life as my family and my studies kept my mind busy. The sunrise woke me each morning and, rather than curl up in bed asking for "five more minutes", I rose to watch as the light cast away the dark of the night. Birds sang, skies cleared, and warmth filled the air. I would watch as people began to fill the streets, happy to go about their business and I wondered just what made them smile. Did they enjoy the warmth of the sun's rays as I did? Even if they did not, knowing those around me were happy here with those they cared for was enough. I was 10 when I lost my world to the darkness.
Chasms opened and creatures made out of shadow with yellow eyes crawled from the earth. My mother took my hand to get me out of the house while my father did his best to defend us. My father was overwhelmed and his Heart emerged from his body. My mother and I managed to get to the hill overlooking our home and the homes of our neighbors but from that vantage point all we could was that there would be no escape. Pieces of our world were being pulled into the darkness and the monsters already began to close in on us. My mother shielded me from their claws but she fell just as my father did, her heart being taken from her. I would have met that same fate if it was not for the sudden interference of a man wielding a strange looking sword. He had emerged from a column of light and struck down the creatures who had surrounded me.
Along the journey to what was to be my new home I took the time to learn everything I could from this Keyblade Master, Fost as the elder man called himself. Apparently the world that we live in now, and I do not mean "world" in the planetary sense, was reborn a long time ago after a great war was waged. It was only due to the light from the hearts of children that the world was brought back from darkness that came from the Keyblade War. With such powerful light it seemed that anything was possible. I had to know more. From what Fost told me, Heartless were creatures created when a heart was lost to the dark. An ironic name considering they were nothing but a manifestation of the heart's darkness. The body of a Heartless is cast aside and fades into nothingness. If the heart of a keyblade wielder is irreversibly corrupted they become monstrous creatures with immense power known as Darklings. Of course, such Heartless had not been seen for a long time as no wielder had fallen to the darkness in recent memory. Knowing what lurked in the shadows was not enough for me. I needed the power to fight back. I needed a keyblade.
The first part of the entry is missing... Years of study and training passed. Nothing of note happened. Really? Nothing of note? REALLY? It has been some time since I have written in this journal. I regret showing Chryssa I had ever written in this ratty old thing. I suspect later tonight she'll sneak in and leave her own comments like she did last time. Honestly, by now, I don't really mind them. That's good to hear! Today is the last day we'll spend here on this world. Chryssa has already passed her Mark of Mastery exam and Stamatis and his students are preparing a celebration for us. We leave at morning's first light to a new destination. We are to seek out the Council of Lights, an order that only allows the most talented of Masters to train on their homeworld and only the best to join their ranks. They oversee interactions between Masters and ensure that all the established laws are being upheld and, if those laws are broken, the oversee punishment and the restoration of order. It's an exciting prospect to be sure but it doesn't hold a candle to the joy I saw in her eyes when she passed her exam. Leaving together on our journey makes it easier to say goodbye to my second home.
Name: Age: Gender: Appearance: Keyblade: Homeworld: Master: [Leave blank.] Personality: Other:
Magic Abilities Magic spells can help turn the tide of battle. Only 1 Spell can be cast per turn. Enemies weak to magic are color coded to show what they are weak against. Red enemies are weak to Thunder. Blue enemies are weak to Fire. Yellow enemies are weak to Blizzard. Hitting a weakness deals double damage and fills a boss's Break Gauge by 10%. Hitting a colored enemy without their weakness deals half damage(rounded down). Cure – 10 MP Cost. Heals 10 HP for any target. Cura – Heals 15 HP. Curaga – Heals 25 HP. Curaza – Heals 40 HP.Esuna – 15 MP Cost. Removes Poison and Stun from 1 target. Esunara – Removes Poison, Stun, and Silence from 1 target. Esunaga – Removes Poison, Stun, Silence, and Imperil from 2 targets. Esunaza – Removes all Status Ailments from 3 targets.Veil – 10 MP Cost. 50% to prevent Status Ailments on 2 targets for 3 Turns. Veilra – 55% to prevent Status Ailments on 3 targets. Veilga – 65% to prevent Status Ailments on 4 targets. Veilza – 80% to prevent Status Ailments on 5 targets.Fire – 9 MP Cost. An explosive burst of flame. Hits 3 targets of 4 AP or less. Fira – 4 targets at 8 AP. Firaga – 5 targets at 16 AP. Firaza – 7 targets at 30 AP.Blizzard – 10 MP Cost. A shard of ice that can destroy a target of 20 AP or less. Blizzara – 40 AP. Blizzaga – 80 AP. Blizzaza – 140 AP.Thunder – 8 MP Cost. Bolts of lightning rain down destroying 6 targets with AP values of 2 or less. Thundara – 8 targets at 4 AP. Thundaga – 13 targets at 6 AP. Thundaza – 20 targets at 10 AP.Aero – 11 MP Cost. A current of wind lightens your step. Boosts Evasion 2 Tiers for 3 Turns. Aerora – +3 Evasion. Aeroga – +4 Evasion. Aeroza – +6 Evasion.Stone – 13 MP Cost. Stones form a protective armor. Reduces damage taken by 5 for 3 Turns. Stonera – Reduces damage by 10. Stonega – Reduces damage by 15. Stoneza – Reduces damage by 20.Water – 15 MP Cost. A surge of water rushes over your blade. Boosts AP by 6 for 3 Turns. Watera – +10 AP. Waterga – +14 AP. Fills Break Gauge by 5% every turn you use your AP to attack. Waterza – +20 AP. Fills Break Gauge by 10% every turn you use your AP to attack.Reflect – 15 MP Cost. A barrier that explodes when attacked. Negates 10 Damage. Deals 10 AP to the attacker. Reflera – Negates 15 Damage. Deals 15 AP damage. Reflega – Negates 20 Damage. Deals 20 AP damage. Refleza – Negates 30 Damage. Deals 30 AP damage.Magnet – 5 MP Cost. Draws prizes mid-battle. 4% 1 DP, 23% 20 HP, 13% 10 MP, 5% 2 Rewards. Magnera – 4% 1 DP, 30% 20 HP, 15% 10 MP, 6% 2 Rewards. Magnega – 5% 1 DP, 33% 25 HP, 20% 10 MP, 7% 2 Rewards. Magneza – 10% 2 DP, 35% 30 HP, 25% 15 MP, 10% 2 Rewards, 5% 3 Rewards.Stop – 15 MP Cost. 15% to make a boss skip a turn. Fills Break Gauge by 15%. Cannot be Multicast. Stopra – 20% to make a boss skip a turn. Fills Break Gauge by 20%. Stopga – 30% to make a boss skip a turn. Fills Break Gauge by 30%. Stopza – 45% to make a boss skip a turn. Fills Break Gauge by 45%.Poison – 15 MP Cost. Does 5 AP damage per turn on bosses. Stacks if cast by multiple characters. Poisona – 10 AP damage per turn. Poisonga – 15 AP damage per turn. Poisonza – 25 AP damage per turn.Spark – 10 MP Cost. Shards of light spin around you doing 8 AP to 5 targets and healing you for 5 HP. Sparkra – 9 MP Cost. 10 AP to 5 targets healing you for 5 HP. Fills Break Gauge by 5%. Sparkga – 8 MP Cost. 14 AP to 5 targets healing you for 10 HP. Fills Break Gauge by 10%. Sparkza – 6 MP Cost. 20 AP to 6 targets healing you for 15 HP. Fills Break Gauge by 20%.Leaf – 1 DP Cost. Call the power of nature to recharge your MP by 10. Leafra – Restores 15 MP. Leafaga – Restores 20 MP. Leafaza – Restores 30 MP.Ruin – 15 MP Cost. A magical barrage doing 6 Times your current DP hitting up to 2 targets. Ruinra – Does 10 Times your current DP hitting up to 2 targets. Ruinga – Does 15 Times your current DP hitting up to 2 targets. Ruinza – Does 25 Times your current DP hitting up to 3 targets.Fatal – HP Cost. Deal damage equal to 1/4 of HP sacrificed. Fatara – Deal damage equal to 1/2 of HP sacrificed. Fataga – Deal damage equal to HP sacrificed. Fataza – Deal damage equal to 2 Times HP sacrificed.Warp – 10 MP Cost. A short ranged teleport that boosts Evasion 2 Tiers for 1 Turn. Cannot be Multicast. Warpra – 8 MP Cost. Warpga – 6 MP Cost. Warpza – 4 MP Cost. Every 5 Levels characters take a new Ability. Passive Abilities are always active. Active Abilities can only be used once per battle. You can only use 1 Active Ability per turn. Passive Abilities Guard – Defense is boosted proportional to AP saved. Combo Plus – When defeating 3 enemies of the same type with your AP pool, 1 additional enemy of the same type can be defeated for 0 AP. [Can be taken 3 times.] White Mage – Cure heals 2 targets instead of 1. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Red Mage – Aero, Stone, and Water last an extra turn. Blue Mage – Reflect costs 12 MP. Reroll Magnet if no prizes are obtained. Green Mage – Spark hits 1 additional target and heals 5 more HP. Yellow Mage – Fatal fills Break Gauge equal to HP sacrificed. Defender – Reduce damage when at 30% or lower HP. Leaf Bracer – Take reduced damage when casting Cure. Hyper Healing – When reviving a character their defense is boosted for 2 turns. Reaction Boost – [Only effective on Bosses.] Increase damage dealt to Bosses when posting in the first 12 hours by 10. [Can be taken 2 times.] Finisher Plus – [Only effective on Bosses.] Increases damage dealt by physical damage by 15 when using all AP. [Can be taken 2 times.] Fire Boost – Fire hits 2 extra targets. [Can be taken 3 times.] Blizzard Boost – Boosts Blizzard damage by 10. [Can be taken 3 times.] Thunder Boost – Thunder hits 2 extra targets. [Can be taken 3 times.] Cure Boost – Boosts Cure strength by 5. [Can be taken 3 times.] Aero Boost – Aero lasts an extra turn. Stone Boost – Stone lasts an extra turn. Water Boost – Water lasts an extra turn. Fire Screen – Reduces Fire damage taken. Blizzard Screen – Reduces Blizzard damage taken. Thunder Screen – Reduces Thunder damage taken. Wall – Reflect boosts defense of the party. Link Boost – D-Links last an extra turn. MP Haste – Regain 1 MP per turn. MP Rage – Taking 20 Damage in 1 turn regains 5 MP. Second Chance – With at least 2 HP damage that would knock you out brings you to 1 HP. Only works once. White Wizard – Cure heals 3 targets. Esuna costs 10 MP. Veil costs 5 MP. [Requires White Mage.] Black Wizard – Fire, Blizzard, and Thunder cost 7 MP. [Requires Black Mage.] Red Wizard – Aero, Stone, and Water now cost 10 MP. [Requires Red Mage.] Blue Wizard – Stop costs 12 MP. [Requires Blue Mage.] Green Wizard – Poison costs 10 MP. Leaf recover 5 more MP. [Requires Green Mage.] Yellow Wizard – Ruin costs 12 MP. Warp increases Evasion 3 Tiers. [Requires Yellow Mage.] MP Hastera – Regain 2 MP per turn. [Requires MP Haste.] MP Hastega – Regain 3 MP per turn. [Requires MP Hastera.] MP Hasteza – Regain 4 MP per turn. [Requires MP Hastega.] Doublecast – Cast 2 Spells per turn. Triplecast – Cast 3 Spells per turn. [Requires Doublecast.] Quadcast – Cast 4 Spells per turn. [Requires Triplecast.] Quintcast – Cast 5 Spells per turn. [Requires Quadcast.] Combo Master – Use 2 Active Abilities per turn. [Must be Level 80.] Active Abilities Dodge Roll – Consume 5 AP to boost Evasion by 2 Tiers. [Can be used once per turn.] Blitz – An attack worth 10 AP hits 1 enemy. Fills Break Gauge by 10%. Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 35%. [Replaces Blitz.] Sonic Blade – A lunging attack that strikes 7 times. Each thrust is worth 6 AP to use against 7 enemies or concentrate the damage on fewer enemies for a maximum damage of 42 AP. Fills Break Gauge by 15%. [Requires Blitz+.] Vicinity Break – A circular swing over a wide area worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. Stun Impact – Deal 12 AP to 6 enemies. Fills Break Gauge by 30%. [Replaces Vicinity Break.] Strike Raid – Deal 10 AP to 2 enemies. Hits bosses for 20 AP. Fills Break Gauge by 5%. [Requires Vicinity Break.] Judgment – Deal 20 AP to 3 enemies. Hits bosses for 60 AP. Fills Break Gauge by 15%. [Replaces Strike Raid.] MP Drain – Convert 20 AP into 5 MP. [Can be used once per turn.] MP Gift – Give up to 10 of your MP to another character. [Can be used once per turn.] Magnet Burst – Deal 4 AP to 5 enemies. Fills Break Gauge by 5%. Explosion – Deal 6 AP to 10 enemies. Fills Break Gauge by 10%. [Replaces Magnet Burst.] Ripple Drive – Deal 6 AP to 15 enemies. Fills Break Gauge by 15%. [Replaces Explosion.] Ragnarok – Deal 8 AP to 20 enemies. Fills Break Gauge by 20%. [Replaces Ripple Drive.] Guard+ – Critical attacks do not pierce through Guard. [Must be Level 40. Can be used once per turn.] Dodge Roll+ – Consume 2 AP to boost Evasion by 3 Tiers. [Must be Level 45. Replaces Dodge Roll. Can be used once per turn.] Ars Arcanum – Unleash a flurry of attacks dealing 50 AP to a single target. Fills Break Gauge by 10%. [Must be Level 50.] Zantetsuken – Deals 80 AP fixed damage to a single target. [Must be Level 55. Requires Ars Arcanum.] Over the Horizon – A powerful aerial spinning attack that deals 40 AP damage to a single enemy. Fills Break Gauge by 20%. [Must be Level 60.] Flash Step – A lightning fast attack that deals 20 AP damage. Fills Break Gauge by 45%. [Must be Level 65.] Chaos Blade – Lunge at your enemies 8 times, vanishing into darkness between each attack. Each thrust is worth 10 AP to use against up to 8 enemies dealing up to 80 AP damage. Fills Break Gauge by 20%. [Must be Level 70. Replaces Sonic Blade.] MP Drain+ – Convert 5 AP into 5 MP. [Must be Level 75. Replaces MP Drain. Can be used once per turn.] Ars Solum – Unleash an onslaught of attacks dealing 75 AP to a single target. Fills Break Gauge by 25%. [Must be Level 80. Replaces Ars Arcanum.] Blade Beam – Deal damage equal to to the amount of current MP to a number of targets equal to current DP. [Must be Level 85. Requires Flash Step.] Lancet – During the turn this ability is active, every enemy you destroy restores 1 HP. [Must be Level 90.] Trinity – A powerful burst of magic that does AP damage equal to 10 Times the number of D-Links possessed to 10 targets. Fills Break Gauge by 50%. [Must be Level 95.] Zone of Salvation – An extremely powerful attack that blasts up to 10 enemies for 70 AP damage each with a powerful arc of Light launched from your keyblade. The attack heals all allies for 30 HP. Hits Bosses for 170 AP. Fills Break Gauge by 50%. [Must be Level 100.] Zone of Damnation – An extremely powerful attack that blasts up to 10 enemies for 130 AP damage each with a powerful arc of Darkness launched form your keyblade. The attack deals 30 AP fixed damage to all allies. Hits Bosses for 200 AP. Fills Break Gauge by 50%. [Must be Level 100.] Eruption – Stab the keyblade into the ground and create a tremendous magical explosion around you hitting 100 enemies for 30 AP damage. Hits Bosses for 140 AP. Fills Break Gauge by 60%. [Must be Level 100.] Zantetsuken Prime – Deals 100 AP fixed damage to a single target. Fills Break Gauge by 100%. [Must be Level 100. Replaces Zantetsuken.]
Enemies NPCs Heartless Shadow - 2 AP Rapid Thruster - 2 AP Soldier - 6 AP Pirate - 8 AP Mega-Shadow - 10 AP Darkball - 12 AP Neoshadow - 14 AP Gargoyle - 16 AP Invisible - 18 AP Defender - 20 AP Gigas Shadow - 22 AP** Novashadow - 28 AP** Orcus - 36 AP** Eliminator - 40 AP** Yellow Opera - 4 AP Screwdriver - 10 AP Air Pirate - 12 AP Water Core - 14 AP** Jet Balloon - 18 AP Bolt Tower - 20 AP Fiery Globe - 2 AP Red Nocturne - 4 AP Minute Bomb - 6 AP* Heat Saber - 12 AP Flame Core - 14 AP** Crimson Jazz - 20 AP Icy Cube - 2 AP Blue Rhapsody - 4 AP Nightwalker - 8 AP Fortuneteller - 10 AP Search Ghost - 12 AP Earth Core - 14 AP** *Left unchecked a Minute Bomb detonates and deals 20 damage to all party members. **Can cause Status Ailments. Others Helping Hat - 6 AP Killing Hat - 10 AP Thug - 20 AP Bosses Behemoth - 1000 HP/18 ATK/70% BG Behemoth Omega - 2500 HP/23 ATK/100% BG Arch Behemoth - 4000 HP/40 ATK/200% BG Darkside - 160 HP/13 ATK/70% BG Darkside Omega - 1000 HP/19 ATK/100% BG Dark Follower - 2000 HP/26 ATK/150% BG Neo Darkside - 5000 HP/35 ATK/300% BG Darkling - 300 HP/15 ATK/100% BG Dark Leviathan - 200 HP/10 ATK/70% BG Demon Tower - 190 HP/12 ATK/70% BG Demon Tide - 1300 HP/16 ATK/100% BG Demon Plague - 2000 HP/22 ATK/130% BG Dark Hide - 1600 HP/25 ATK/130% BG Grandmother Willow - 450 HP/16 ATK/100% BG Bright Eyes - 400 HP/14 ATK/100% BG Mezmerella - 150 HP/8 ATK/50% BG Mr. Incredible (mind controlled) - 400 HP/12 ATK/100% BG Bomb Voyage - 200 HP/11 ATK/50% BG Incognitus - 350 HP/15 ATK/100% BG Kefka - 300 HP/17 ATK/100% BG Mega Doris - 1400 HP/18 ATK/100% BG Dark Kefka - 1000 HP/19 ATK/100% BG Choma LVL: 70 HP: 225 AP: 68 MP: 64 Atmos LVL: 70 HP: 170 AP: 84 MP: 70 Thallasa LVL: 94 HP: 200 AP: 100 MP: 90 Koa LVL: 49 HP: 130 AP: 60 MP: 40 Dentro LVL: 42 HP: 120 AP: 52 MP: 40 Zeno LVL: 52 HP: 125 AP: 68 MP: 40 Pagos LVL: 49 HP: 120 AP: 64 MP: 40 Avra LVL: 49 HP: 160 AP: 48 MP: 40 Gero LVL: 100 HP: 270 AP: 120 MP: 100 Stamatis LVL: 97 HP: 230 AP: 120 MP: 90 Kaio LVL: 95 HP: 190 AP: 110 MP: 90 Varos LVL: 95 HP: 360 AP: 70 MP: 75 Aster LVL: 92 HP: 220 AP: 110 MP: 80 Skia LVL: 92 HP: 205 AP: 110 MP: 85 Thyella LVL: 91 HP: 200 AP: 120 MP: 80 Kidemonas LVL: 90 HP: 175 AP: 134 MP: 75 Selene LVL: 85 HP: 190 AP: 112 MP: 80 John Silver HP: 85 AP: 20 MP: 20 Mr. Incredible HP: 400 AP: 40 MP: 0 Elastigirl HP: 100 AP: 40 MP: 20 Frozone HP: 80 AP: 40 MP: 60 Machina HP: 120 AP: 50 MP: 30 Darkwing Duck HP: 100 AP: 40 MP: 30
The Guide The Flow of Combat Statuses Dimension Links Drives Combat in this RP is turn-based. After you make your actions in battle you cannot make more until the enemy has their turn. LVL – Level HP – Hit Points AP – Attack Power MP – Magic Points DP – Drive Points Characters start at Level 1 with 20 HP, 8 AP, and 10 MP. Leveling is determined by story progress and activity. On special circumstances, a new character may start higher than Level 1(message me if you're joining late). For every Level you increase your HP by 5 or AP by 2. Levels 50 and beyond alter your rewards. AP determines how many Heartless you may defeat during your turn and damage you can deal to bosses. The amount of AP needed to defeat an Enemy varies by type. Saving AP boosts your defense via the Guard ability. AP is recovered at the end of every turn unless specified otherwise. MP is used for casting spells. MP recovers at the end of battle unless specified otherwise. MP boosts can happen through advancing the story. If MP regained through the use of a Drive exceeds your maximum MP, you will have a surplus of MP until the battle ends or you use up the surplus. EX: You are at 0/20MP and regain 30 MP. You will have 30/20MP. DP is used for entering Drives and determines how long Drives last. DP does not reset after battle and is earned by posting. DP boosts can happen through advancing the story. If your HP falls to 0 your character is knocked out. KO'd characters do not get their turn until they are revived. HP is recovered at the end of battle unless specified otherwise. What happens if all characters in battle are KO'd? Perhaps it might worth finding out... At the end of every combat post should be the following: HP: Current HP/Max HP AP: AP Remaining/Max AP MP: MP Remaining/Max MP DP: DP Remaining/Max DP Enemies Defeated: Enemies Remaining: When facing multiple enemy types, specify in "Enemies Defeated" the number of each type defeated. EX: You defeat 3 Shadow Heartless and 1 Soldier Heartless. The section would read as: Enemies Defeated: 4 (3 Shadows. 1 Soldier.) The same should be done for "Enemies Remaining". If you do not post by the end of a round you will take damage equal to the average of the other characters. As enemies grow more powerful so too do their abilities. Below are the Status Ailments that can be inflicted on you. Status Ailments last the duration of the battle or until they are remedied by Esuna. Stop and Doom cannot be removed. Party Statuses: Poison – Every turn you lose 15 HP. Stun – All of your Active Abilities, except your Unique Ability, are locked. Silence – All of your Spells are locked. Imperil – Passive Abilities are ignored when you take damage. Rasp – Every turn you lose 5 MP. If you are already at 0 MP you lose 1 DP instead. Stop – You are frozen in time and your next turn is skipped. Slow – Your Evasion is reduced to 0. Pain – Guard effectiveness is halved. Scourge – You cannot be healed by any Spell or Ability. Doom – An extremely rare ailment. A Doom Counter looms over you and when it reaches 0... Boss Specific Statuses: Protect – The boss takes half damage from all physical attacks. Shell – The boss takes half damage from all magic. Saber – The boss's attacks penetrate Stone and Reflect spells. Haste – The boss gets 2 turns. Regen – The boss regains 50 HP per turn. Reraise – The boss revives at full HP when knocked out. Sap – Every point of damage dealt is HP restored by the boss. Aura – The boss regenerates every turn. Element Vulnerable – The boss will only take damage by being struck with a certain element. Null Magic – The boss is immune to all magical attacks and effects. Null Physical – The boss is immune to all physical attacks. Break – When the Break Gauge is full the boss is prevented from taking special actions and takes extra damage. Breaking A Boss: All bosses will have a Break Gauge that, when filled, cause a boss to enter Break Status. Some Active Abilities and Spells will fill the Break Gauge. If the boss is hit by its elemental weakness its Break Gauge will increase 10%. When in Break Status the boss will not take special actions such as casting spells. During the turn the boss is in Break Status it will take extra damage. Allies you bond with form links from which you can draw power. Only 1 D-Link can be used per battle. D-Links can only be used on certain occasions. D-Links last 3 turns. D-Links cannot be used while a Drive is active. Choma – "Gaia's Bane" Boosts AP by 20 and raises defense 20%. Atmos – "Skyward Key" Restores 15 MP and raises Evasion 2 Tiers. Light Chaser – "Radiance" Restores 30 HP and 15 MP. Boosts AP by 20. Raises defense 20% and Evasion 2 Tiers. Torrin – "Wrath of Darkness" Spells deal an extra 10 damage per hit. Aria – "Light's Mercy" Cure, Esuna, Veil, and Spark can be cast half cost rounded up. Chrono – "Tempus Evolvatur" Every turn 1 Active Ability is restored for reuse. Tinarah – "...Are My Power!" Restores 20 HP per turn. Takehiko – "Immovable Will" Defense is boosted by 35%. Chrysanthemum – "Crystal Key" Break Gauge values of all Abilities increase by 30%. Illiana – "Dragon Arcana" Fire, Blizzard, and Thunder hits twice as many enemies. Boreas – "Emerald Captain" Abilities deal an extra 10 damage per hit. Qamar – "Effect Breaker" Effects of Status Ailments are temporarily halted. Poison damage on bosses, if in effect, is tripled. Jim Hawkins – "Solar Surfer" Boosts Evasion 5 Tiers. Joch – "Royal Black" Restores 20 HP. Boosts Evasion 1 Tier and defense 15%. Gero – "Mastery" All spells function as 1 Tier higher than what you have learned. Stamatis – "Prophecy" When you are about to receive a Critical Hit, you instead heal 25 HP. Kidemonas – "Multiskill" Boosts AP by 10 and restores MP by 10. Aster – "Dark Star" Boosts AP by 30. Team Incredible – "Super" Restores 1 DP per turn. Machina – "Awakening" Boosts AP by 20 on activation. Boosts AP by 10 every turn you are not hit. D-Link ends when hit. Taran – "Magic Blade" Fills Break Gauge by 10% each turn you attack. Drives are transformations that greatly boost the power of a keyblade wielder. Entering a Drive requires Drive Points (DP). The duration of a form is based on the maximum number of DP your character has. Ex: Your character has a maximum DP of 4, therefore your character can remain in their Drive for 4 turns. The cost to enter the form is listed under every Drive. DP does not reset after battle. 1 DP is earned every 10 posts. Getting KO'd resets your DP to 0. You cannot use a Drive and a D-Link at the same time.
Combat in this RP is turn-based. After you make your actions in battle you cannot make more until the enemy has their turn. LVL – Level HP – Hit Points AP – Attack Power MP – Magic Points DP – Drive Points Characters start at Level 1 with 20 HP, 8 AP, and 10 MP. Leveling is determined by story progress and activity. On special circumstances, a new character may start higher than Level 1(message me if you're joining late). For every Level you increase your HP by 5 or AP by 2. Levels 50 and beyond alter your rewards. AP determines how many Heartless you may defeat during your turn and damage you can deal to bosses. The amount of AP needed to defeat an Enemy varies by type. Saving AP boosts your defense via the Guard ability. AP is recovered at the end of every turn unless specified otherwise. MP is used for casting spells. MP recovers at the end of battle unless specified otherwise. MP boosts can happen through advancing the story. If MP regained through the use of a Drive exceeds your maximum MP, you will have a surplus of MP until the battle ends or you use up the surplus. EX: You are at 0/20MP and regain 30 MP. You will have 30/20MP. DP is used for entering Drives and determines how long Drives last. DP does not reset after battle and is earned by posting. DP boosts can happen through advancing the story. If your HP falls to 0 your character is knocked out. KO'd characters do not get their turn until they are revived. HP is recovered at the end of battle unless specified otherwise. What happens if all characters in battle are KO'd? Perhaps it might worth finding out...
Main Thread NPC List Combat Guide The Rules, Lux Reports, and the Character Sheet Characters 1 Characters 2 The Graveyard Keyblade Masters have kept the balance between light and dark for years, bringing in apprentices to train underneath them before sending new Masters out to look after other worlds. Throughout the years two rules that have kept order amongst the ranks of the Masters. Rule 1. No Master nor their students are to interfere in the matters of another Master and their own pupils. Rule 2. No Master may have any more than seven students at a time. These rules were created to prevent from any one keyblade wielder from gaining too large a group or creating alliances that would shift the balance of power and disturb the order between light and dark. As such, the contact between Masters was kept to a bare minimum and face-to-face meetings rarely, if ever, occurred. These days, however, the lines of communication between the Masters have been growing quiet. Several Masters have ceased communications entirely and the whereabouts of their apprentices remain a mystery. One Master, a woman named Thallasa, took her students to investigate nearby worlds for signs of the missing keyblade wielders. The last message the remaining Masters received from her before she too vanished with her students was that the worlds she had visited were no longer present. In fact, for several days now, stars in the night sky have been disappearing and it was not until recently that it had become noticeable. Now, the skies are filled with only half as many stars—half as many worlds as there used to be. Fearing for their students’ safety and that of the worlds they look after, nearly every Master has cut off communication from one another…all except for two who have decided that it was in the best interests of every world, if they worked together to bring the worlds back from wherever they had gone and find the missing keyblade wielders. You are a recently recruited student. Your knowledge of magic remains nonexistent and your skill with the keyblade is dubious at best but the faith your Master places on you is steadfast and powerful. As you prepare to embark on the journey with your Master to Eventide Town where both groups will meet, you hear them utter a familiar phrase you have only heard once before in the last message Thallasa had left. Find the Light Chaser. Choma – The Master of the castle at Tellurion City, a man hardened by loss who teaches his students that the right choice may not be the easy one. Wields Seal Crest. Atmos – The Master of the castle at Overcast Haven, a woman cunning as she is powerful who has taught her pupils to question everything. Wields Silver Wing. Thallasa – The Master of the castle at The Flickering City. She, her students, and her world are the latest to go missing. Thallasa later reappeared on the Council's world. She wields the keyblade Cerulean Sea. Koa – A 20 year old young man who is one of the Light Chaser's seven apprentices. He also happens to be Illiana's brother. Dentro – A male in his early 20's with a condescending yet easygoing attitude. He was one of the Light Chaser's seven apprentices. He died on Heroic Sanction. Zeno – The Light Chaser's second student. He has a friendly, if slightly pompous, demeanor. He would rather have fun even with an enemy than do any real work. Pagos – A child prodigy found by the Light Chaser when he was 12. He's highly intelligent and an extremely skilled ice mage. Avra – Another student of the Light Chaser. Possibly the most loyal of the Light Chaser's apprentices and most aggressive. She is highly focused and competitive. Gero – The Master of Masters, head of the Council of Lights. Before his disappearance 6 years ago Gero made sure to personally oversee the safety of the Seven. He has grown harsh over his years imprisoned in another realm. Stamatis – Though he never took the title, he was in charge of the Council of Lights in Gero's absence. Stamatis's general attitude is serene. He is a master of time magic. Kaio – A longtime member of the Council. He tends to look down at others beneath the title of master and is quick to make judgment on others. He is a master of fire magic. Varos – A longtime member of the Council. Varos rarely speaks and when he does it is only if there is something that must be said. He is a master of gravity magic. Aster – Atmos and Avra's elder sister who was promoted to the Council a few years after Varos. Under normal circumstances she is quite tame and enjoys looking after others. Skia – A woman who joined the Council a few years after Aster. Laid back yet aloof, she often misquotes sayings when bringing one into a conversation much to Kaio's dismay. She's one of the few capable of using darkness. Thyella – Joined around the same time as Skia. Thyella is a hotheaded individual who rarely gets along with the others, minus Varos who says too little to get on her nerves. Kidemonas – A young man skilled with blades who had been a student of Gero and Stamatis for over a decade before being chosen to be on the Council. He hates when his mechanical work around the castle is interrupted. Selene – A young woman who had been a child prodigy. She was promoted to be on the Council just 2 years ago. Her peppy attitude is severely contrasted by the experienced demeanor held by her peers.
Keyblade Masters have kept the balance between light and dark for years, bringing in apprentices to train underneath them before sending new Masters out to look after other worlds. Throughout the years two rules that have kept order amongst the ranks of the Masters. Rule 1. No Master nor their students are to interfere in the matters of another Master and their own pupils. Rule 2. No Master may have any more than seven students at a time. These rules were created to prevent from any one keyblade wielder from gaining too large a group or creating alliances that would shift the balance of power and disturb the order between light and dark. As such, the contact between Masters was kept to a bare minimum and face-to-face meetings rarely, if ever, occurred. These days, however, the lines of communication between the Masters have been growing quiet. Several Masters have ceased communications entirely and the whereabouts of their apprentices remain a mystery. One Master, a woman named Thallasa, took her students to investigate nearby worlds for signs of the missing keyblade wielders. The last message the remaining Masters received from her before she too vanished with her students was that the worlds she had visited were no longer present. In fact, for several days now, stars in the night sky have been disappearing and it was not until recently that it had become noticeable. Now, the skies are filled with only half as many stars—half as many worlds as there used to be. Fearing for their students’ safety and that of the worlds they look after, nearly every Master has cut off communication from one another…all except for two who have decided that it was in the best interests of every world, if they worked together to bring the worlds back from wherever they had gone and find the missing keyblade wielders. You are a recently recruited student. Your knowledge of magic remains nonexistent and your skill with the keyblade is dubious at best but the faith your Master places on you is steadfast and powerful. As you prepare to embark on the journey with your Master to Eventide Town where both groups will meet, you hear them utter a familiar phrase you have only heard once before in the last message Thallasa had left. Find the Light Chaser.
Torrin raised an eyebrow on hearing Take's warning. He hadn't considered the landing to be dangerous to him nor anything special. "Just trying to get here fast." Torrin responded. "I saw someone. Whoever it was looked...well..." It could've just been the sunlight in his eyes but he could have sworn he had seen a duckbill. A mask perhaps? Or an off-worlder? It wouldn't be too far-fetched for that to be the case. Before Torrin could answer anyone else something strange began to happen. "I am the terror that flaps in the night..." An ominous voice echoed. "A villain." Torrin muttered, narrowing his eyes. "I am the phone that rings in the theater..." "An...odd...villain?" "I am the squeaky floorboard that wakes you at night..." A cloud of blue smoke began to roll over on the rooftop obscuring their view. "This is starting to go on for too long." "I am the hangnail that brings you pain..." The sound was clearly coming from within the thickest part of the cloud of smoke. The shadowy figure could just barely be seen in the haze. Torrin's keyblade turned into a bow. "I AM DARKWING–YAAAAH!!!" A magic arrow cut through the fog. The voice screamed in shock and the smoke began to dissipate. Standing there with a hole in his cape was a costumed mallard looking at Torrin with his eyes wide open. "What do you think you're doing you villainous villain!? You'll pay for that! Literally! These capes aren't cheap ya know." "Wait...you're a hero? I thought all the heroes were out of town or busy or...captured or something. Edna Mode said she called everyone she knew." Torrin scratched the back of his head. "What are you talking about? Darkwing Duck is the greatest hero there is! If there was a call to action I would have heard of it!" "Uh...right...sure..." Torrin looked over at the others. "False alarm. Maybe we shouldn't be wasting our time with this guy." "Hey wait just a darn minute! What's going on with you kids? With the fancy wardrobes you all are wearing and masks...if you aren't the bad guys then..." Darkwing Duck snapped his "fingers". "Aha! You must be fans of mine! Badly dressed fans but fans nonetheless. Of course I'll sign your outfits. Who's first?" Thallasa thrusted her keyblade forth, bursting an Invisible with a single thrust. "What an amusing boy." Thallasa commented to herself. "He reminds me of some of my students..." The woman trailed off, an icy glare coming over her as she went on to destroy three more Invisibles with powerful cuts of her blade. She looked on to see the boy rush after the pig through the opening they made for him. The boy charged forth and just before he could reach Hen Wen two small dragons, each the size of a horse, swooped down and knocked the boy over. Thallasa ran over to Taran's side and almost winced at the sight of the claw marks left on his arm before she cast Cure on him to bring the boy back from the brink of unconsciousness. The pig squealed out in terror when one of the two dragons made another pass and plucked Hen Wen right from the ground to fly away. "Hen Wen no!" The boy cried out as he took off running immediately after he regained the strength to stand. "Taran wait!" It was too late. The boy disappeared back into the thicket of the forest. Thallasa looked over at the students and called out to them, "Finish cleaning up here! I need to follow the boy!" HP: 240/240 AP: 14/104 MP: 50/60 Enemies Defeated: 5 Invisibles Round 2 Illiana Aria Glyde Qamar Illiana took 31 Damage! (29/60HP) Illiana's MP Rage activated! Aria took 40 Damage! (50/90HP) Glyde Guarded the attack! (85/85HP) Qamar took 30 Damage! (35/65HP) Thallasa left the battle! Enemies Remaining: 29 Gargoyles (16AP) 12 Invisibles (18AP) 18 Air Pirates (12AP) Counter Heal – Illiana's Evasion is permanently raised by 1 Tier. Whenever Illiana dodges an attack she automatically regains 5 HP. HP: 29/60 AP: 56/56 MP: 20/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Defender – Reduce damage when at 30% or lower HP. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] STATUS None. Rainbow Glow – Aria casts an armor of light on the party that lasts for 3 turns. Their defenses are increased by 30%. HP: 50/90 AP: 44/44 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. White Mage – Cure heals 2 targets instead of 1. Link Boost – D-Links last an extra turn. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. STATUS None. Shoot – During battle Glyde can shoot up to 3 magical bullets at enemies worth 8 AP. During this his Evasion rises 1 Tier. HP: 85/85 AP: 44/44 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Leaf Bracer – Take reduced damage when casting Cure. Fire Boost – Fire hits 1 extra target. Fire Screen – Reduces Fire damage taken. MP Haste – Regain 1 MP per turn. Aero Boost – Aero lasts an extra turn. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] STATUS None. Serenity – When low on MP Qamar's defense is increased 15%. HP: 35/65 AP: 58/58 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Finisher Plus – [Only effective against Bosses.] Increases damage dealt by physical damage by 15 when all AP is spent. Defender – Reduce damage when at 30% or lower HP. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid lunging attack that strikes 7 times. Each thrust is worth 6 AP to use against 7 enemies or concentrate the damage on fewer enemies for a maximum damage of 42 AP. Fills Break Gauge by 15%. STATUS None.
Torrin raised an eyebrow on hearing Take's warning. He hadn't considered the landing to be dangerous to him nor anything special. "Just trying to get here fast." Torrin responded. "I saw someone. Whoever it was looked...well..." It could've just been the sunlight in his eyes but he could have sworn he had seen a duckbill. A mask perhaps? Or an off-worlder? It wouldn't be too far-fetched for that to be the case. Before Torrin could answer anyone else something strange began to happen. "I am the terror that flaps in the night..." An ominous voice echoed. "A villain." Torrin muttered, narrowing his eyes.
Thallasa thrusted her keyblade forth, bursting an Invisible with a single thrust. "What an amusing boy." Thallasa commented to herself. "He reminds me of some of my students..." The woman trailed off, an icy glare coming over her as she went on to destroy three more Invisibles with powerful cuts of her blade. She looked on to see the boy rush after the pig through the opening they made for him. The boy charged forth and just before he could reach Hen Wen two small dragons, each the size of a horse, swooped down and knocked the boy over. Thallasa ran over to Taran's side and almost winced at the sight of the claw marks left on his arm before she cast Cure on him to bring the boy back from the brink of unconsciousness. The pig squealed out in terror when one of the two dragons made another pass and plucked Hen Wen right from the ground to fly away. "Hen Wen no!" The boy cried out as he took off running immediately after he regained the strength to stand. "Taran wait!" It was too late. The boy disappeared back into the thicket of the forest. Thallasa looked over at the students and called out to them, "Finish cleaning up here! I need to follow the boy!" HP: 240/240 AP: 14/104 MP: 50/60 Enemies Defeated: 5 Invisibles
Arctus looked up at the leader board. "Yeahhh...I don't think this is for me." He muttered under his breath as he stepped backwards away from the group. He looked off in the direction Karina and her new company of friends were heading off to then back at the group he had been stuck with. Arctus didn't have the patience to wait around and see where this would lead and instead chose to take advantage of the fact that their game host, Charlie, had broken the line of sight to leave and sneak off after the other group.
Arctus looked up at the leader board. "Yeahhh...I don't think this is for me." He muttered under his breath as he stepped backwards away from the group. He looked off in the direction Karina and her new company of friends were heading off to then back at the group he had been stuck with. Arctus didn't have the patience to wait around and see where this would lead and instead chose to take advantage of the fact that their game host, Charlie, had broken the line of sight to leave and sneak off after the other group.
"I agree with Chrys." Pagos pointed to the sky towards a faint barrier of light, a dome that covered the sky, keeping the rest of the darkness at bay. "We need to pace ourselves. The battle isn't nearly over yet." The young keyblader cast Cura on himself as did Avra and Koa. Together the Chasers struck down several Gargoyles and Air Pirates but as strong as they were, they were beginning to show signs of slowing down. "Is it me or are these things hitting harder?" "No. These stupid creatures already ruined my favorite shirt." Zeno called out in response. "That's...not exactly the answer I was looking for." The boy sighed and shook his head. Pagos HP: 76/105 AP: 0/48 MP: 21/40 Avra HP: 52/120 AP: 6/42 MP: 11/30 Zeno HP: 72/115 AP: 6/54 MP: 31/40 Koa HP: 66/95 AP: 2/50 MP: 11/30 Heartless Defeated: 9 Gargoyles (16AP) 2 Air Pirates (12AP) Round 4 Chrysanthemum Koa Avra Pagos Zeno Chrysanthemum took 30 Damage! (34/115HP) Zeno took 27 Damage! (45/155HP) Koa took 29 Damage! (37/95HP) Avra took 25 Damage! (27/120HP) Pagos took 22 Damage! (54/105HP) Enemies Remaining: 9 Gargoyles (16AP) 8 Air Pirates (12AP) 3 Crimson Jazzes (20AP) 22 Search Ghosts (12AP) Shield Break – Can only be used once per battle. During the turn this ability is used Guard, Stone, and Reflect are ignored by Chrys's physical attacks. Deals 25% more damage with physical attacks to bosses when used. Dispel – Can only be used once per battle. Removes any magical buffs caused by Spells from all enemies. HP: 34/115 AP: 62/62+10 MP: 11/40 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. White Mage – Cure heals 2 targets instead of 1. Defender – Reduce damage when at 30% or lower HP. Stone Boost – Stone lasts an extra turn. Red Mage – Aero, Stone, and Water last an extra turn. MP Haste – Regain 1 MP per turn. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. MP Drain – Convert 20 AP into 5 MP. STATUS Water: 3 Turns. HP: 37/95 AP: 50/50 MP: 12/30 STATUS None. HP: 27/120 AP: 42/42 MP: 11/30 STATUS None. HP: 54/105 AP: 48/48 MP: 21/40 STATUS None. HP: 45/115 AP: 54/54 MP: 31/40 STATUS None.
"I agree with Chrys." Pagos pointed to the sky towards a faint barrier of light, a dome that covered the sky, keeping the rest of the darkness at bay. "We need to pace ourselves. The battle isn't nearly over yet." The young keyblader cast Cura on himself as did Avra and Koa. Together the Chasers struck down several Gargoyles and Air Pirates but as strong as they were, they were beginning to show signs of slowing down. "Is it me or are these things hitting harder?" "No. These stupid creatures already ruined my favorite shirt." Zeno called out in response. "That's...not exactly the answer I was looking for." The boy sighed and shook his head.
Torrin looked over at Tinarah, unsure of how to respond to what little he heard of her words towards him. Was he supposed to thank her for not seeing any of the other Torrin in him? He wasn't sure. At least it sounded good that she was disassociating him with the other version of himself. Torrin looked straight ahead once more. Chrono it seemed had taken notice that he had spent more time around Aria than...than what was expected of him? "Sometimes." Came a curt answer from Torrin. Before he could even think to himself over his answer he looked up to see a figure standing directly in the sunlight atop a tower, casting itself in a black shadow. Torrin squinted at the silhouette watching as its cape flapped eerily in the wind. "Heads up. Looks we caught their attention." Torrin leaned back and made for a straight ascent upward to speed towards the top of the building. Mid-flight his keyblade reverted to normal for Torrin to catch while his momentum carried him up the last few feet where he landed on the ledge of the building only to find no one was standing on the rooftop anymore. "What? Where are you?" Gurgi looked up excitedly at Aria and nodded quickly in agreement. "Anything for munchings and crunchings!" The furry creature happily complied and pulled away from Aria to head over towards Taran who, by now, had dropped the stick to hold out his hand for the apple. "Gurgi is sorry for stealing master's apple. Gurgi hopes master can forgive poor Gurgi." Taran sighed and took the apple from Gurgi. "Fine. Just don't steal again." The boy looked at the others and folded his arms. "Alright. You can come with me. But I'm in charge here! I'm the assistant pig-keeper around here." The boy puffed out his chest which did not look nearly as impressive or commanding as he intended it to be. "Now let's find Hen Wen. She couldn't have gone far." Just then, in the distance the squealing of a pig could be heard. Taran ran forward immediately heading out into a clearing where his pig was being harassed and chased by a swarm of Heartless. Upon the arrival of Taran even more Heartless began to sprout from the ground. "Leave her alone!" The boy shouted as he picked up a rock and chucked at at a hovering Gargoyle Heartless which did little more than alert the Heartless to his presence. The boy's expression of bravery was quickly replaced with fear when the realization that he was in over his head kicked in. "Uh...a l-little help would be nice!" Round 1 Illiana Aria Glyde Qamar Thallasa Enemies Remaining: 30 Gargoyles (16AP) 30 Soldiers (6AP) 20 Invisibles (18AP) 20 Air Pirates (12AP) Counter Heal – Illiana's Evasion is permanently raised by 1 Tier. Whenever Illiana dodges an attack she automatically regains 5 HP. HP: 60/60 AP: 56/56 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Black Mage – Fire and Thunder can hit 1 extra target. Blizzard deals an extra 5 damage. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Defender – Reduce damage when at 30% or lower HP. MP Rage – When taking 20 Damage in 1 turn, regain 5 MP. Black Wizard – Fire, Blizzard, and Thunder now cost 7 MP. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] STATUS None. Rainbow Glow – Aria casts an armor of light on the party that lasts for 3 turns. Their defenses are increased by 30%. HP: 90/90 AP: 44/44 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. White Mage – Cure heals 2 targets instead of 1. Link Boost – D-Links last an extra turn. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid lunging attack that strikes 7 times. Each thrust is worth 6 AP to use against 7 enemies or concentrate the damage on fewer enemies for a maximum damage of 42 AP. Fills Break Gauge by 15%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. STATUS None. Shoot – During battle Glyde can shoot up to 3 magical bullets at enemies worth 8 AP. During this his Evasion rises 1 Tier. HP: 85/85 AP: 44/44 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Leaf Bracer – Take reduced damage when casting Cure. Fire Boost – Fire hits 1 extra target. Fire Screen – Reduces Fire damage taken. MP Haste – Regain 1 MP per turn. Aero Boost – Aero lasts an extra turn. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. STATUS None. Serenity – When low on MP Qamar's defense is increased 15%. HP: 65/65 AP: 58/58 MP: 30/30 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. Combo Plus – When defeating 3 enemies of the same type, 1 additional enemy of the same type can be defeated for 0 AP. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. Finisher Plus – [Only effective against Bosses.] Increases damage dealt by physical damage by 15 when all AP is spent. Defender – Reduce damage when at 30% or lower HP. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz+ – An overhead strike dealing 30 AP damage to a single enemy. Fills Break Gauge by 20%. Sonic Blade – A rapid lunging attack that strikes 7 times. Each thrust is worth 6 AP to use against 7 enemies or concentrate the damage on fewer enemies for a maximum damage of 42 AP. Fills Break Gauge by 15%. STATUS None. HP: 240/240 AP: 104/104 MP: 60/60 STATUS None.
Torrin looked over at Tinarah, unsure of how to respond to what little he heard of her words towards him. Was he supposed to thank her for not seeing any of the other Torrin in him? He wasn't sure. At least it sounded good that she was disassociating him with the other version of himself. Torrin looked straight ahead once more. Chrono it seemed had taken notice that he had spent more time around Aria than...than what was expected of him? "Sometimes." Came a curt answer from Torrin. Before he could even think to himself over his answer he looked up to see a figure standing directly in the sunlight atop a tower, casting itself in a black shadow. Torrin squinted at the silhouette watching as its cape flapped eerily in the wind. "Heads up. Looks we caught their attention." Torrin leaned back and made for a straight ascent upward to speed towards the top of the building. Mid-flight his keyblade reverted to normal for Torrin to catch while his momentum carried him up the last few feet where he landed on the ledge of the building only to find no one was standing on the rooftop anymore. "What? Where are you?" Gurgi looked up excitedly at Aria and nodded quickly in agreement. "Anything for munchings and crunchings!" The furry creature happily complied and pulled away from Aria to head over towards Taran who, by now, had dropped the stick to hold out his hand for the apple. "Gurgi is sorry for stealing master's apple. Gurgi hopes master can forgive poor Gurgi." Taran sighed and took the apple from Gurgi. "Fine. Just don't steal again." The boy looked at the others and folded his arms. "Alright. You can come with me. But I'm in charge here! I'm the assistant pig-keeper around here." The boy puffed out his chest which did not look nearly as impressive or commanding as he intended it to be. "Now let's find Hen Wen. She couldn't have gone far." Just then, in the distance the squealing of a pig could be heard. Taran ran forward immediately heading out into a clearing where his pig was being harassed and chased by a swarm of Heartless. Upon the arrival of Taran even more Heartless began to sprout from the ground. "Leave her alone!" The boy shouted as he picked up a rock and chucked at at a hovering Gargoyle Heartless which did little more than alert the Heartless to his presence. The boy's expression of bravery was quickly replaced with fear when the realization that he was in over his head kicked in. "Uh...a l-little help would be nice!"
Valen looked around to see several others around him readying for battle after things got violent. He hesitated on immediately going for his axe and instead decided to swing his instrument around on its strap so that it was now slung onto his chest. He took off his gloves and tucked them in between into the space between his belt and hip. He strummed a single chord to begin his song. "Now then. Let's turn the tide of battle shall we?" The half-elf smirked. Then, he began to shred. Valen used Inspired Rage.
Valen looked around to see several others around him readying for battle after things got violent. He hesitated on immediately going for his axe and instead decided to swing his instrument around on its strap so that it was now slung onto his chest. He took off his gloves and tucked them in between into the space between his belt and hip. He strummed a single chord to begin his song. "Now then. Let's turn the tide of battle shall we?" The half-elf smirked. Then, he began to shred. Valen used Inspired Rage.
Torrin nodded at Boreas's assessment though he hoped they wouldn't have to fight in the air. As they made another turn Torrin thought over his response to Chrono's next question and debated whether or not to give a truthful answer. Though he saw little point in sharing in his experiences he could also see little reason why he should keep silent about it either. At the very least it could help the others, especially Boreas, see why he had acted the way he did. "For the first five years of me being here in this realm, I trained under a master alongside his students. He took me in despite knowing where I came from. A little more than a year ago, I took my Mark of Mastery exam so that I could be ready to help a friend I met in this realm. I passed. I took some time to rest before my journey. I awoke to the sounds of battle. By the time I arrived to help my master, I saw that he and his students were nearly dead and the man I later came to know as the Light Chaser stood over them with his keyblade drawn. The world was already descending into darkness. My master, along with my friends, lent me their dying strength to fight the Light Chaser." Torrin paused for a moment and took in a deep breath. It had only been a year but the finer details of the memory were already fading from his mind. Was it raining? He could not even recall if he ever saw blood. None of that matters now. He reminded himself. "My master's last words to me were 'protect the light' and, for the past year, that's what I've been trying to do. After my duel with the Light Chaser that ended in failure all I've managed to do is survive every encounter. I don't know if I've even slowed the Chasers down." Torrin sighed. "All I can tell you for certain is that the Light Chaser is strong. Apparently far stronger than any member of the Council. I've never even seen his face but I know he's to blame for the worlds falling to darkness. No matter what his students say." "Don't listen to him! He's a miserable thief! I need that apple to find my pig." The boy glared Gugri while still brandishing the stick ready to whack the small furry creature. He lowered his stick when Qamar called him by name and turned towards the other strangers. "I'm Taran. How do you know my name? And Dallben's? He never told me he was sending others with me. I-I can handle this journey myself! I don't need to be looked after." "Help poor Gurgi! Gurgi only wants his munchings and crunchings!" Gurgi was now clinging on to Aria's leg, clutching it so tight it might have begun to hurt slightly. "Oh get off her! I wasn't really going to hurt you. I just needed that apple to lure my pig out." Taran sighed out in annoyance. "Slow but surely we're thinning them out." Avra spoke with confidence, wiping off ash from her cheek after having tanked a blast of flame from a Crimson Jazz. She lowered her keyblade down for a moment, thinking over their task the master had set before them. "Fighting Heartless fun and all...but aren't there more requirements for becoming a master than just strength?" She looked over at Chrys wanting to speak more of it but as the Heartless closed in on them again she dropped the question she was beginning to form and readied to fight once more. Avra HP: 85/120 AP: 2/42 MP: 21/30 Zeno HP: 93/115 AP: 14/54 MP: 31/40 Koa HP: 75/95 AP: 10/50 MP: 21/30 Pagos HP: 80/105 AP: 8/48 MP: 31/40 Heartless Defeated: 0 Gargoyles (16AP) 0 Air Pirates (12AP) 8 Crimson Jazzes (20AP) 0 Search Ghosts (12AP) Round 3 Chrysanthemum Koa Avra Pagos Zeno Chrysanthemum was critically hit for 15 Damage! (64/115HP) Chysanthemum's Reflera destroyed a Search Ghost! Zeno took 21 Damage! (72/155HP) Koa took 24 Damage! (51/95HP) Avra took 48 Damage! (37/120HP) Pagos took 19 Damage! (61/105HP) Enemies Remaining: 18 Gargoyles (16AP) 11 Air Pirates (12AP) 6 Crimson Jazzes (20AP) 22 Search Ghosts (12AP) Shield Break – Can only be used once per battle. During the turn this ability is used Guard, Stone, and Reflect are ignored by Chrys's physical attacks. Deals 25% more damage with physical attacks to bosses when used. Dispel – Can only be used once per battle. Removes any magical buffs caused by Spells from all enemies. HP: 64/115 AP: 62/62 MP: 26/40 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. White Mage – Cure heals 2 targets instead of 1. Defender – Reduce damage when at 30% or lower HP. Stone Boost – Stone lasts an extra turn. Red Mage – Aero, Stone, and Water last an extra turn. MP Haste – Regain 1 MP per turn. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. MP Drain – Convert 20 AP into 5 MP. STATUS None. HP: 51/95 AP: 50/50 MP: 21/30 STATUS None. HP: 37/120 AP: 42/42 MP: 21/30 STATUS None. HP: 61/105 AP: 48/48 MP: 31/40 STATUS None. HP: 72/115 AP: 54/54 MP: 31/40 STATUS None.
Torrin nodded at Boreas's assessment though he hoped they wouldn't have to fight in the air. As they made another turn Torrin thought over his response to Chrono's next question and debated whether or not to give a truthful answer. Though he saw little point in sharing in his experiences he could also see little reason why he should keep silent about it either. At the very least it could help the others, especially Boreas, see why he had acted the way he did. "For the first five years of me being here in this realm, I trained under a master alongside his students. He took me in despite knowing where I came from. A little more than a year ago, I took my Mark of Mastery exam so that I could be ready to help a friend I met in this realm. I passed. I took some time to rest before my journey. I awoke to the sounds of battle. By the time I arrived to help my master, I saw that he and his students were nearly dead and the man I later came to know as the Light Chaser stood over them with his keyblade drawn. The world was already descending into darkness. My master, along with my friends, lent me their dying strength to fight the Light Chaser." Torrin paused for a moment and took in a deep breath. It had only been a year but the finer details of the memory were already fading from his mind. Was it raining? He could not even recall if he ever saw blood. None of that matters now. He reminded himself. "My master's last words to me were 'protect the light' and, for the past year, that's what I've been trying to do. After my duel with the Light Chaser that ended in failure all I've managed to do is survive every encounter. I don't know if I've even slowed the Chasers down." Torrin sighed. "All I can tell you for certain is that the Light Chaser is strong. Apparently far stronger than any member of the Council. I've never even seen his face but I know he's to blame for the worlds falling to darkness. No matter what his students say." "Don't listen to him! He's a miserable thief! I need that apple to find my pig." The boy glared Gugri while still brandishing the stick ready to whack the small furry creature. He lowered his stick when Qamar called him by name and turned towards the other strangers. "I'm Taran. How do you know my name? And Dallben's? He never told me he was sending others with me. I-I can handle this journey myself! I don't need to be looked after." "Help poor Gurgi! Gurgi only wants his munchings and crunchings!" Gurgi was now clinging on to Aria's leg, clutching it so tight it might have begun to hurt slightly. "Oh get off her! I wasn't really going to hurt you. I just needed that apple to lure my pig out." Taran sighed out in annoyance.
"Slow but surely we're thinning them out." Avra spoke with confidence, wiping off ash from her cheek after having tanked a blast of flame from a Crimson Jazz. She lowered her keyblade down for a moment, thinking over their task the master had set before them. "Fighting Heartless fun and all...but aren't there more requirements for becoming a master than just strength?" She looked over at Chrys wanting to speak more of it but as the Heartless closed in on them again she dropped the question she was beginning to form and readied to fight once more.
Valen watched the crowd and, despite the civil unrest, no one looked ready to start a full on riot and burn the place down. Though perhaps if more people were like him things would have played out differently. If he had arrived just a day or two earlier he would have been able to take his shot but with the Thrune being a new mayor things were definitely going to be difficult. He noticed something unusual about the movement of a certain section of the crowd but could not perceive what was going on other than there seemed to be some sort of pattern to it. The movement was deliberate. It could have been nothing but with little else to do but bide his time and observe, he moved towards the strange movement in the crowd. "Maybe I'll find myself something interesting." He muttered under his breath with great cynicism.
Valen watched the crowd and, despite the civil unrest, no one looked ready to start a full on riot and burn the place down. Though perhaps if more people were like him things would have played out differently. If he had arrived just a day or two earlier he would have been able to take his shot but with the Thrune being a new mayor things were definitely going to be difficult. He noticed something unusual about the movement of a certain section of the crowd but could not perceive what was going on other than there seemed to be some sort of pattern to it. The movement was deliberate. It could have been nothing but with little else to do but bide his time and observe, he moved towards the strange movement in the crowd. "Maybe I'll find myself something interesting." He muttered under his breath with great cynicism.
"I doubt there are many boys with pigs roaming about these parts." Said Thallasa. "We don't need more details than that and the boy's name." She began to lead the way into the forest. "Illiana, Qamar, behave yourselves. No more warnings." The master repeated sternly before she continued on and answered Aria with a simple, "Yes. We'll just head down the most direct path and we should find tracks to direct us to Taran." Needless to say, the forest was exactly what one would expect of an average forest. Green, squirrels roaming about, leaves crunching underneath their shoes as they walked forth, and the occasional bird chirping in the branches above them. Thankfully, there were no Heartless anywhere to be seen. If they had not been told to stop an evil sorcerer from taking over the world with an undead army perhaps this might have even been a nice vacation spot. "Normally, I'd be against interfering with the natural order of a world but during times like these it's hard to tell what is and isn't natural anymore." The woman commented after several minutes of her silence. She opened her mouth to continue with her thoughts when angered shouts came from beyond the thicket. "Hold on you hairy little thief! Come back with my apple!" A boy's voice called out in the distance. "If you don't give it back you'll be sorry! I mean it!"
Torrin blinked at Boreas. "If I wanted thrilling I'd spar with you. Or Nora." He joked. Torrin kept quiet while Boreas offered a pointer towards Tinarah in keeping her balance and nodded in agreement. "On turns don't try to tug your glider in the direction you want to go, you'll only end up tiring yourself to move sluggishly. Lean into it. Don't be afraid to fall. Boreas and I should be able to react fast enough before any of you hurt yourselves." Keyword being "should". It seemed out of the blue but Chrono began to catch up to himself and Boreas and voiced a question that he assumed had a hint of suspicion and concern buried within. Unfortunately, the question was too vague for him to glean any real motivations behind his question. "Right now I'm concerned with you and your friends not hitting the pavement. I'm also weighing our options regarding an aerial battle on the off chance the Unforgivables have a way to engage us in the skies. I'm also planning on using any battles against said villains as a way to further gauge everyone else's abilities in case anyone needs to sit out heading into the heart of this world's darkness situation." Torrin answered plainly, feeling no need to dress up his response for the sake of sounding polite. When Zeno, Koa, Avra, and Pagos each launched a Fira spell at the Search Ghosts that came down to swarm them their spells combined into a massive fireball that shook the ground beneath them and decimated more than a dozen of the Heartless. "Goodness, look at them all go." Zeno stabbed his keyblade into the ground and clapped his hands together. "Good form Chrys! Keep that up and we'll be done in no time." As a Crimson Jazz began to charge up an attack he leapt at it and cut it down before moving on to destroy another. HP: 115/115 AP: 14/54 MP: 31/40 Koa HP: 95/95 AP: 10/50 MP: 21/30 Avra HP: 120/120 AP: 6/42 MP: 21/30 Pagos HP: 105/105 AP: 8/48 MP: 31/40 Heartless Defeated: 2 Gargoyles 6 Crimson Jazzes 16 Search Ghosts Round 2 Chrysanthemum Koa Avra Pagos Zeno Chrysanthemum was critically hit for 36 Damage! (79/115HP) Zeno took 22 Damage! (93/155HP) Koa took 20 Damage! (75/95HP) Avra took 35 Damage! (85/120HP) Pagos took 25 Damage! (80/105HP) Enemies Remaining: 18 Gargoyles (16AP) 16 Air Pirates (12AP) 14 Crimson Jazzes (20AP) 23 Search Ghosts (12AP) Shield Break – Can only be used once per battle. During the turn this ability is used Guard, Stone, and Reflect are ignored by Chrys's physical attacks. Deals 25% more damage with physical attacks to bosses when used. Dispel – Can only be used once per battle. Removes any magical buffs caused by Spells from all enemies. HP: 79/115 AP: 62/62 MP: 40/40 DP: 3/3 FORMS None active. PASSIVE ABILITIES Guard – Defense is boosted proportional to the amount of AP saved. White Mage – Cure heals 2 targets instead of 1. Defender – Reduce damage when at 30% or lower HP. Stone Boost – Stone lasts an extra turn. Red Mage – Aero, Stone, and Water last an extra turn. MP Haste – Regain 1 MP per turn. Second Chance – If you have 2 HP or more, a hit you take that would knock you out brings you to 1 HP instead. Only works once. ACTIVE ABILITIES Dodge Roll – Consume 5 AP to boost Evasion by 1 Tier. [Can be used once per turn.] Blitz – Dish out an attack worth 10 AP to 1 enemy. Fills Break Gauge by 10%. Vicinity Break – A circular swing over a wide area dealing an attack worth 10 AP to strike 4 enemies. Fills Break Gauge by 10%. MP Drain – Convert 20 AP into 5 MP. STATUS None. HP: 75/95 AP: 50/50 MP: 21/30 STATUS None. HP: 85/120 AP: 42/42 MP: 21/30 STATUS None. HP: 80/105 AP: 48/48 MP: 31/40 STATUS None. HP: 93/115 AP: 54/54 MP: 31/40 STATUS None.
Torrin blinked at Boreas. "If I wanted thrilling I'd spar with you. Or Nora." He joked. Torrin kept quiet while Boreas offered a pointer towards Tinarah in keeping her balance and nodded in agreement. "On turns don't try to tug your glider in the direction you want to go, you'll only end up tiring yourself to move sluggishly. Lean into it. Don't be afraid to fall. Boreas and I should be able to react fast enough before any of you hurt yourselves." Keyword being "should". It seemed out of the blue but Chrono began to catch up to himself and Boreas and voiced a question that he assumed had a hint of suspicion and concern buried within. Unfortunately, the question was too vague for him to glean any real motivations behind his question. "Right now I'm concerned with you and your friends not hitting the pavement. I'm also weighing our options regarding an aerial battle on the off chance the Unforgivables have a way to engage us in the skies. I'm also planning on using any battles against said villains as a way to further gauge everyone else's abilities in case anyone needs to sit out heading into the heart of this world's darkness situation." Torrin answered plainly, feeling no need to dress up his response for the sake of sounding polite.
When Zeno, Koa, Avra, and Pagos each launched a Fira spell at the Search Ghosts that came down to swarm them their spells combined into a massive fireball that shook the ground beneath them and decimated more than a dozen of the Heartless. "Goodness, look at them all go." Zeno stabbed his keyblade into the ground and clapped his hands together. "Good form Chrys! Keep that up and we'll be done in no time." As a Crimson Jazz began to charge up an attack he leapt at it and cut it down before moving on to destroy another. HP: 115/115 AP: 14/54 MP: 31/40 Koa HP: 95/95 AP: 10/50 MP: 21/30 Avra HP: 120/120 AP: 6/42 MP: 21/30 Pagos HP: 105/105 AP: 8/48 MP: 31/40 Heartless Defeated: 2 Gargoyles 6 Crimson Jazzes 16 Search Ghosts
Arctus folded his arms and sighed quietly, eyeing the newcomer with some suspicion. Since when were they expecting new people to pop in? Where did this guy come from anyway? The ether? No, not the item. Arctus doubted this guy came from a magic bottle like some kind of genie. ...Though...that would have been an interesting backstory. He didn't want to stick around this current group. "Hello, stranger." Arctus would have added a witty quip but his inspiration had been used up in the last battle. The only one he even had a slight attachment towards was Karina and splitting up now left a sour taste in his mouth. "We played with some of our buddies." Arctus answered Luther. "Karina proved herself to be fun. I used one of her frenemies as a napkin. Karina got her keyblade back...and nothing else important happened. I think I hit all the bullet points there, right?"
Arctus folded his arms and sighed quietly, eyeing the newcomer with some suspicion. Since when were they expecting new people to pop in? Where did this guy come from anyway? The ether? No, not the item. Arctus doubted this guy came from a magic bottle like some kind of genie. ...Though...that would have been an interesting backstory. He didn't want to stick around this current group. "Hello, stranger." Arctus would have added a witty quip but his inspiration had been used up in the last battle. The only one he even had a slight attachment towards was Karina and splitting up now left a sour taste in his mouth. "We played with some of our buddies." Arctus answered Luther. "Karina proved herself to be fun. I used one of her frenemies as a napkin. Karina got her keyblade back...and nothing else important happened. I think I hit all the bullet points there, right?"
Torrin glanced over at the other three to make sure they were doing okay and, though Tinarah seemed nervous, they all seemed to be flying just fine. "I'll make keyblade masters of you yet." He spoke mostly to himself, his low tone of voice probably lost in the rush of wind as the quintet flew above the city skyline before Torrin directed them down to the streets below where pedestrians pointed and called them out excitedly as the soared above the streets. "Just like old times." Torrin repeated in agreement, looking straight ahead. "A lot less gloomy though." Torrin mused. He slowed down, knowing the others following them might get thrown off their gliders if they made a hard turn without any practice, and made a wide right turn around a skyscraper to continue flying over another street. He wasn't sure how long this would take but given all the attention they were getting he was certain at least one villain had to be watching. "Definitely a lot more pleasant than Ride the Wyvern. Maybe if there wasn't a war to worry about we would have grown up with better childhood games." "Why thank you...Illiana, correct?" Dallben took a sip of the tea and his expression softened. "There's nothing to apologize for. I'm just grateful you lot are going to look after my assistant for me." Dallben smiled up towards Aria. He pointed off towards the direction of his house was facing off into a tranquil forest. "My assistant, Taran, went in that direction." "We'll get right on that. Rest assured, we will make sure no harm comes to Hen Wen." The keyblade master motioned for the group to head out and once they were out of Dallben's line of sight Thallasa grabbed both Illiana and Qamar by their ear to drag them closer towards herself. "Get it together you two. I don't care what kind of personality clashes you two may have but we're on the same time and this petty bickering is unbefitting of keyblade wielders. Squabbling when there are life and death decisions around every corner is childish. I do not want to have to do this but if you prove incapable of controlling your emotions I will open a portal and shove you two back to the Council so your masters can babysit you." She released the two girls and folded her arms. "Am I understood?"
Torrin glanced over at the other three to make sure they were doing okay and, though Tinarah seemed nervous, they all seemed to be flying just fine. "I'll make keyblade masters of you yet." He spoke mostly to himself, his low tone of voice probably lost in the rush of wind as the quintet flew above the city skyline before Torrin directed them down to the streets below where pedestrians pointed and called them out excitedly as the soared above the streets. "Just like old times." Torrin repeated in agreement, looking straight ahead. "A lot less gloomy though." Torrin mused. He slowed down, knowing the others following them might get thrown off their gliders if they made a hard turn without any practice, and made a wide right turn around a skyscraper to continue flying over another street. He wasn't sure how long this would take but given all the attention they were getting he was certain at least one villain had to be watching. "Definitely a lot more pleasant than Ride the Wyvern. Maybe if there wasn't a war to worry about we would have grown up with better childhood games." "Why thank you...Illiana, correct?" Dallben took a sip of the tea and his expression softened. "There's nothing to apologize for. I'm just grateful you lot are going to look after my assistant for me." Dallben smiled up towards Aria. He pointed off towards the direction of his house was facing off into a tranquil forest. "My assistant, Taran, went in that direction." "We'll get right on that. Rest assured, we will make sure no harm comes to Hen Wen." The keyblade master motioned for the group to head out and once they were out of Dallben's line of sight Thallasa grabbed both Illiana and Qamar by their ear to drag them closer towards herself. "Get it together you two. I don't care what kind of personality clashes you two may have but we're on the same time and this petty bickering is unbefitting of keyblade wielders. Squabbling when there are life and death decisions around every corner is childish. I do not want to have to do this but if you prove incapable of controlling your emotions I will open a portal and shove you two back to the Council so your masters can babysit you." She released the two girls and folded her arms. "Am I understood?"