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  1. Ability Guide

    Here is where we get into the real meaty bits of this RP. The Abilities, whether they are Magic, Special Skills, Passive or the powerful Limits Breakers are what give your characters the edge in battle. Using abilities that complement your character’s strengths is critical. If your character is going to be a Warrior, you are going to want to focus on Special Skills as opposed to Magic, and vise versa, for Mages. The power of these abilities are divided into tiers of power, the higher the tier the stronger the ability but also the more AP they will cost to perform. However they will not cost anything AP while training or using them outside of battle. Also AP values Tier 3 abilities and higher are subject to change, until I find the right balance based on growth rate of peoples AP.


    Magic is the ability to manipulate the Mystic energies of the universe, using the strength of your heart, to perform spells on a board scale. Some Magic spells can become stronger and evolve into different Tiers of power, but all Magic becomes stronger with more MP. Like the game Magic can be instantly learned once you have the required level, and the amount AP to perform it once, but they take time to master. To master a Tier 1= 1 week; Tier 2 =2 weeks ; Tier 3= 4 weeks; Tier 4= 8 weeks; Tier 5+= 16 weeks( These or RL(Real Life) weeks here. And you need to be doing some actual posting of you using these magics during that time.) This can be done inside the heat of battle and outside of battle during training. Until mastered they consume double the AP it would normally require. You can learn these Abilities, by reading books on magic in the Mysterious Tower, seeing someone else perform them, or just simply learning it through instinct, e before you can use it in a fight. Below are the tiers that the spells fall into, and a description of their functions.

    Tier 1 Magic: Basic spells, free to learn from the beginning.

    Fire-This magic allows user to launch a fireball with slight homing properties at a single enemy. Due to its wide flight arc, it may be difficult to hit fast-moving targets at long range.
    Un-mastered: 10 AP; Mastered Cost: 5 AP

    Blizzard- It blasts enemies head-on with a chunk of ice that smashes right through and potentially deals multiple hits, to other enemies in area.
    Un-mastered Cost: 10 AP; Mastered Cost: 5 AP

    Thunder- It strikes enemies from above with lightning that shocks other nearby foes if it connects.
    Un-mastered Costs: 20 AP; Mastered Cost: 10 AP

    Aero- It calls on the wind to lift enemies into the air and then send them flying, stuns some foes. Un-mastered Cost: 20 AP; Mastered: 10 AP

    Cure- This spell heals user and surrounding allies of minor injuries.
    Un-mastered Cost: 50% of total AP; Mastered Cost: 25% of total

    Tier 2: Midlevel Magic, available to those of the Keyblade Wielder level or higher

    Fira-The evolved version of Fire . This magic allows user to launch a more power fireball with more profound homing properties at a single enemy. Due to its tighter flight arc, it will be earlier to hit fast-moving targets at long range.
    Un-mastered: 20 AP; Mastered Cost: 10 AP

    Blizzara- The evolved version of blizzard . It blasts enemies head-on with a stronger chunk of ice that smashes right through and potentially deals multiple hits, to other enemies in area. Un-mastered Cost: 20 AP; Mastered Cost: 10 AP

    Thundara- The evolved version of thunder . It strikes enemies from above with stronger lightning that shocks other nearby foes if it connects. Target will most likely become stunned. Un- mastered Costs: 30 AP; Mastered Cost: 15 AP

    Aerora- The evolved version of Aero. It calls on the wind to lift enemies into the air and send them flying for more damage; stuns many foes.
    Un-mastered Cost: 30AP; Mastered: 15 AP

    Poison- Poison surrounding enemies with a dark purple smoke cloud, that can only been seen with the Scan Passive ability, and cause them to take continual damage, causes an increase in fatigue. It fades after 1-5 posts, depending on the gap of MP, or with the application of Esuna. It is part of the Pain tree of skills.
    Un-mastered Cost: 30; Mastered Cost 15 AP

    Bind- Bind any enemies grouped around the target you target, forcing them to stay in one place. It fades after 1-5 posts, depending on the gap of MP, or with the application of Esuna. Target can still attack and defend, but their feet on confined to the ground. It is part of the Pain tree of skills.
    Un-mastered Cost: 30; Mastered Cost 15 AP

    Cura- This spell heals user and surrounding allies of more serious injuries. Un-mastered Cost: 80% of total AP; Mastered Cost: 40% of total AP

    Tier 3: Advanced Magic, Available to those of the Apprentice Level, or higher

    Firaga- The evolved version of Fira. This magic allows user to launch an even more power fireball with incredible homing properties at a single enemy. Due to its nearly dead on homing, it is difficult to miss a target regardless of distances or speed.
    Un-mastered: 30 AP; Mastered Cost: 15 AP

    Blizzaga- The evolved version of blizzara. It blasts enemies head-on with an even stronger chunk of ice that smashes right through and potentially deals multiple hits, to other enemies in area. Un-mastered Cost: 30 AP; Mastered Cost: 15 AP

    Thundaga- The evolved version of thundara . It strikes enemies from above with even stronger lightning that shocks other nearby foes if it connects.
    Un- mastered Costs: 40 AP; Mastered Cost: 20 AP

    Aeroga- The evolved version of Aerora, it calls on the wind to lift enemies into the air and send them flying for even more damage; stuns most foes.
    Un-mastered Cost: 40 AP; Mastered: 20 AP

    Mine Square- The spell sets explosive magical trap circles all around caster which dealing heavy damage to enemies when tripped. These mines can only been seen with the Scan Ability, the higher the MP the more mines that can be created.
    Un-mastered Cost: 40 AP; Mastered: 20 AP

    Silence- It takes away the ability for your opponent to speak; making it impossible to perform unmastered Magic, or Special Skills. can be overcome by someone with equal or more Def than the casters MP, or casting Esuna. Silence is apart of the Pain tree of skills.
    Un-mastered Cost: 40; Mastered Cost- 20 AP

    Sleep- Put surrounding enemies to sleep with shimmering dust. Focus must remain on the spell, for it to have continual effect. User will be limited to very basic actions, and will not be able to attack; can be overcome by someone with equal or more Def than the casters MP, or an outside party casting Esuna.
    Un-mastered Cost: 40; Mastered Cost- 20 AP

    Confuse- Confuse surrounding enemies with visual illusions. It can be overcome by someone with Def near or higher than the casters' MP, or by casting Esuna.
    Un-mastered Cost: 50 AP; Mastered Cost: 25 AP

    Curaga- This spell heals user and surrounding allies of all injuries, as long as body part is in tack. Un-mastered Cost: 100% of total AP; Mastered Cost: 50% of total AP

    Esuna- small orange orbs bob around the Target, who emits an orange aura. It removes all negative Status Effects. Un-mastered Cost: 60% of total AP; Mastered Cost: 30% of total AP

    Tier 4: Elite Magic, available to those of the Keyblade Master Level or higher

    Fission Firaga- Firaga must be mastered before learning this. The caster launches a ball of powerful fire that explodes when it hits an enemy, catching nearby foes in the blast.
    Un-mastered Cost: 80AP; Mastered Cost: 40 AP

    Crawling Fire- Firaga must be mastered before learning this spell. A large extremely powerful, but slow-moving ball of fire is launched, and deals multiple hits to a single enemy as it passes through. Un-mastered Cost: 80AP; Mastered Cost: 40 AP

    Raging Strom- Firaga must be mastered before learning this spell. It allows the user to summon three pillars of intense flame that orbit them as they move; dealing fire damage to any opponents they touch. Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Ignite- Firaga should have been mastered before learning this spell. Anything within casters grip is instantly incinerated into ash. Of course this effect varies based on Victims, and Casters MP levels.
    Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Ice Barrage-Blizzaga must be mastered before learning this spell. Cause giant ice crystals to burst from the ground and strike at opponents with great force.
    Un-mastered Cost: 80AP; Mastered Cost: 40 AP

    Deep Freeze- Blizzaga must be mastered before learning this spell. Anything within the casters grip will be instantly frozen. Of course this effect varies based on Victims, and Casters MP levels. Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Thundaga Shot- Thundaga must be mastered before learning this spell. Blast enemies head-on with a bolt of lightning that shocks other nearby foes if it connects. Much more concentrated than Thundaga; capable of piercing a whole right through enemy.
    Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Quake- The spell shakes the earth and causing an upheaval bringing large pieces of earth forth hitting enemies with powerful force.
    Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Seeker Mine- Mine Square must been mastered before learning this spell. The spell sets explosive magical trap circles next to you which zoom towards enemies that get too close, dealing heavy damage. These mines can only been seen with the Scan Ability, the higher the MP the more mines that can be created. Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Zero Gravity- It creates an anti-gravity field and sends foes drifting into the air. Floating in mid air with no means of moving they become sitting ducks, ripe for attacks.
    Un-mastered Cost: 100 AP; Mastered Cost: 50 AP

    Tier 5: Ultimate Magic, ONLY available to “True” Keyblade Masters of the Mage Battle Style

    Mega Flare- At least 1 Tier 4 fire spell must be mastered before attempting to learn this spell. The spell launches a large ball of fire that triggers a massive explosion from which no enemy, or ally is spared. Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Glacier- At least 1 Tier 4 ice spell must be mastered before attempting to learn this spell. It Releases an expansive cold snap in the area, instantly freezing everything and everyone in the area.
    Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Tornado- Aeroga, and Thundaga must be mastered before learning this spell. It allows the user to create a whirlwind, crackling with Lightening that sucks up anything in its path. The direction of the tornado can be controlled. Un-mastered Cost: 120 AP; Mastered Cost: 60AP

    Meteor- Quake must be mastered before learning this spell. The spell calls forth a giant meteor crashing down on the enemy, triggering an explosion on impact that wipes out everything in its path. Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Faith- It summons pillars of light in a circle around the user, than expels those outwards to damage enemies and restore the user's health. Faith heals the user on the same level as Curaga.
    Un-mastered Cost: 100% of total AP; Mastered Cost: 50% of total AP

    Slow- Caster manipulates time to slow down the movement of any enemies grouped around the targeted area. Spell lasts for 2-6 posts depending on the level of MP between the Caster and victim. No other spells or skills can be used by in slowed area by caster, as the distortion in time and space will not allow any outside magical forces; however normal attacks are possible.
    Un-mastered Cost: 200AP; Mastered Cost: 100AP

    Teleport- It is a movement spell, used by only the best of magic users. Using magical energies, it allows the user after activation to instantly move anywhere they desire, even traveling across worlds. The time it takes to activate decreases with higher MP, can also teleport others as well.
    Un-mastered Cost: 200 AP; Mastered Cost: 100 AP

    Tier 6: The Lost, these are powerful Magic or perhaps powerful Special Attacks that have long since been lost to the worlds. They are said to have the power to bring entire worlds to the brink of total destruction. All fighters worth their salt have heard of these, but none alive have seen them. Some believe the power of these abilities were locked away in Kingdom Hearts long ago, while others believe that they are locked in plain sight just waiting to be found. There are rumors that they were never existed as abilities to begin with, but rather weapons, to be used. The truth is shrouded in a deep ancient mystery. (Will be a storyline much later involving these.)

    Apocalypse-information not found

    Oblivious – information not found

    The “True” Ultima- information not found



    Special Skills gives the ability to manipulate the Mystic energies of the universe, using the strength of your heart, to perform spells on a more focused scale. They focus the spells into, and around their bodies, to make their strikes more effective. This is strenuous so it requires a strong body, or in other words a focus on the Attack stat, to fully bring out the abilities of this category. They are divided into different tiers, and can be instantly learned once you have the required Attack, and enough AP to perform it, but they take time to master. To master a Tier 1= 1 week; Tier 2 =2 weeks ; Tier 3= 4 weeks; Tier 4= 8 weeks; Tier 5+= 16 weeks( These or RL weeks here. And you need to be doing some actual posting of you using the ability in some fashion during that time.) This can be done inside the heat of battle and outside of battle during training. Until mastered they consume double the AP it would normally require.You can learn these Abilities, by reading books on magic in the Mysterious Tower, seeing someone else perform them, or just simply learning it through instinct.Any Unmastered Special Skill, must be spoken before performed. Below are the tiers that the skills fall into, and a description of their functions.

    Tier 1 Skills: Basic Skill, available from the beginning

    Fire Edge – Cloaks the Keyblade, and arm in fire. Next attack will have an explosive quality, along with the force blow.
    Un-mastered Cost: 10 AP; Mastered Cost: 5 AP

    Blizzard Edge- This spell cloaks Keyblade, and arm in ice. Ice will burst from the Keyblade afterward a hit for additional damage.
    Un-mastered Cost: 10 AP; Mastered Cost: 5 AP

    Stun Edge-Cloaks the Keyblade, and arm in electricity. When it connects will send a shock through targets body, stunning them momentarily.
    Un-mastered Cost: 20 AP; Mastered Cost: 10AP

    Wind Dash- Users cloaks themselves in wind, then attacks faraway enemies with a charging attack, that is propelled by the wind at their back.
    Un-mastered Cost: 20 AP; Mastered Cost: 10AP

    Break Time- User focuses the energy of their body, to their injuries. As long as body part or organ is intact, the user can be healed. Unlike Cure, this is not instant, in fact it takes an extended period of time and focus must be maintained as the injuries are healed. This is not very effective to use in the mist of battle. Un-mastered Cost: 50% of total AP; Mastered Cost: 25% of total

    Tier 2: Mid Level Skills, available to those of the Wielder Level or higher

    Fire Surge-This is the evolved version of Fire Edge (which should be mastered before learning this attack). The attack allows the user to rush forward a short distance while surrounded by a revolving ring of fire that is emitted from their body. Attack can hit targets multiple times.
    Un-mastered: 20 AP; Mastered Cost: 10 AP

    Ice Burst- This is the evolved version of Blizzard Edge, which should be mastered before learning this attack. When executed, the user cloaks their Keyblade and arm in ice, when the next attack it performed it creates three waves of Blizzard-type ice shards.
    Un-mastered: 20 AP; Mastered Cost: 10 AP

    Thunder Surge- This is the evolved version of Stun Edge, which should be mastered before learning this attack. Cloaks user entire body electricity and rush the enemy, stunning foes on contact, and electricity will then branch to anyone within arm’s length.
    Un-mastered: 20 AP; Mastered Cost: 10 AP

    Strike Raid-The users focuses energy from their body into their Keyblade and then throws it at their opponent, the Keyblade will come back to the users hand regardless of where the user has moved since the Keyblade was thrown. It can be thrown up to 3 times with one use.
    Un-mastered Cost: 20 AP; Mastered Cost: 10 AP

    Sonic Impact- This is the evolved version of Wind Dash, which should be mastered before learning this. It will replace Wind Dash once it is learned. Users cloaks themselves in more powerful wind, then punishes faraway enemies with a charging attack, that is propelled by the wind at their back, when contact is made, the wind cloaking them will burst forward sending enemies flying. The attack is accompanied by the sound of a Sonic Boom, indicating that the Technique helps user break the sound barrier.
    Un-mastered: 30 AP; Mastered Cost: 15 AP

    Binding Strike-Cloaks Keyblade in energy that takes on the properties of the Bind ailment, when struck with the blade, the energies will enter opponent’s body, binding their movements completely. It fades after 1-2 posts, depending on the gap between the Attack and Defense of user and target respectively, or with the use of Break Time Lvl 3. It is part of the Pain tree of skills.
    Un-mastered Cost: 30; Mastered Cost 15 AP

    Poison Edge- Cloaks Keyblade in energy that takes on the properties of the dark purple Poison ailment, the energy can only be seen with the scan ability. When struck with the blade, the energies will enter opponent’s body causing them to take continual damage, which leads to an increase in fatigue. It fades after 3-6 posts, depending on the gap between the Attack and Defense of user and target respectively, or with the use of Break Time Lvl 3. It is part of the Pain tree of skills.
    Un-mastered Cost: 30; Mastered Cost 15 AP

    Break Time Lvl 2- While it isn’t possible for the healing power of Break Time Lvl 2 to increase, the time in which it takes to heal injuries, decreases. While still not as fast as its cure counterpart, the speed is greatly increase. While is possible to use it to completely heal wounds in the mist of battle, it is very risky.
    Un-mastered Cost: 80% of total AP; Mastered Cost: 40% of total AP

    Tier 3: Advanced skills, available to those of the Apprentice level or higher

    Burn Impact - This is the evolved version of Fire surge, which should be mastered before learning this attack. Users cloak themselves in intense fire energy. The fire rockets them forward at their target, when contact is made the fire cloaking will trigger a fiery explosion. Slower then Sonic Impact but much more powerful.
    Un-mastered Cost: 30 AP; Mastered: 15 AP

    Freeze Raid- This is a powered up version of Strike Raid, which should be master before learning this, along with Ice Burst. Cloak the Keyblade in ice and throw it at the enemy. When it hits the ice cloaking the Keyblade bursts out in all direction, causing spread damage.
    Un-mastered Cost: 30 AP; Mastered Cost: 15 AP

    Spark Raid- This is a powered up version of Strike Raid, which should be master before learning this, along with Thunder Surge. Throw the Keyblade at the enemy, if it connects, the Keyblade will split into columns of Thunder that fly in all directions.
    40 AP; Mastered Cost: 20 AP

    Wind Raid- This is a powered up version of Strike Raid, which should be master before learning this, along with Sonic Impact. Throw the Keyblade at the enemy wrapped in wind, using the wind to guide it toward your target for multiple hits.
    40 AP; Mastered Cost: 20 AP

    Brutal Blast- Will focus energy beneath him and send out a shock-wave up from the ground that knocks all enemies near him into the air, then performs a spinning attack to finish them off, while they are disoriented.
    40 AP; Mastered Cost: 20 AP

    Collision Magnet- User gathers energy with properties of gravity, with an out stretched hand the user pulls a single enemy toward them with gravitational force, and then strike at them with their free hand.
    50 AP; Mastered Cost: 25 AP

    Break Time Lvl 3- The time it takes to heal injuries have been severely reduced. While not as fast as Curaga, it is possible to use effective in battle, and it also heals all status ailments.
    Un-mastered Cost: 100% of total AP; Mastered Cost: 50% of total AP

    Tier 4: Elite Skills, available to those of the Keyblade Master Level and higher

    Geo Impact- Is the evolved version of Brutal Blast, which should be mastered before learning this Skill. The user will perform a leaping strike. When it connects with the ground the user forces their spell energy into the ground the strike causes a great upheaval, of earth causing the ground to quake. Boulders and pieces of land will burst from the ground and deal damage.
    Un-mastered Cost: 80 AP; Mastered Cost: 40 AP

    WIndcutter – The user gathers the spell energies inside their bodies, and focuses it though their Keyblade. It allows the user to perform a spinning attack that creates a fierce cutting whirlwind to pick up foes and send them flying, while being shredded by the cutting wind.
    Un-mastered Cost: 80AP; Mastered Cost: 40 AP

    Firestorm- The user will jump into the air, charging energy, and shrouding their Keyblade in intense flame. Crashing back down to earth they will stab their Keyblade into the ground that then erupts into multiple pillars of flame around the user incinerating all caught in them.
    Un-mastered Cost: 80 AP; Mastered Cost: 40 AP

    Diamond Dust- The user will charge energy, and with on powerful sweeping motion, will send out a wave of cold. Once the wave of cold passes, giant Ice formations jab out of the ground in the direction of the cold wave hitting anyone in their path. It will then shatter, dealing more damage from the flying shards of ice.
    Un-mastered Cost: 80 AP; Mastered Cost: 40 AP

    Ars Arcanum- The user will focus light spell energy around their Keyblade, and boy, a bright light will radiate
    from them. They will then attack enemies with a relentless combo attack that is finished with a mighty jumping attack that causes a large explosion of light upon contact.
    Un-mastered Cost: 90 AP; Mastered Cost: 45 AP

    Ragnarok- One of the strongest ranged Special Skill. During Ragnarok, The user is lifted slightly of the ground, as their bodies are shroud in light. While airborne, they gather their energies into thin lasers that form a sphere at the tip of their Keyblade, and then will fire them after they have charged up, signified by a white flash. Once the lasers are released, they home in on enemies, dealing great damage to those hit. Un-mastered Cost: 100 AP; Mastered Cost: 50 AP

    Tier 5: Ultimate Skills, ONLY available to True Keyblade Wielders of the Warrior Battle Style

    Blade Charge- The users will channel their energies into their Keyblade, emitting a large glowing blade from the Keyblade, greatly increasing the area of their attack, without lowering their speed. The length of the blade is determined by the level of Attack Stat. (Last 5 posts)
    Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Great Divide -This is can only be used while Blade Charge is active. The User will spin the blade to hit surrounding enemies, and then smashing it into the ground, the blade will cut through anything in its path. This can only be used while Blade Charge is active.
    Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Ghost Drive- A high speed Skill, the user will shroud themselves in their physical energies, it allows user to attack enemies at high speeds while using after-image illusions and tricky movements to their advantage. (Lasts 5 turns)
    Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Afterlife- This attack can only be used while Ghost Drive is active. The user will circle their target with countless after images all of them appearing to attack in order to hide the real attacker, the blow delivered will cause an explosion of energy. )
    Un-mastered Cost: 120 AP; Mastered Cost: 60 AP

    Salvation- The attack consists of the user charging energy in a steady form, then swinging their Keyblade up. Columns of light continuously erupt from the ground around them, damaging any nearby enemies while simultaneously healing them. The healing effect is on the same level as Curaga. Un-mastered Cost: 100% of total AP; Mastered Cost: 50% of total AP

    Zantetsuken- It’s an Attack simply in theory, absolutely lethal in practice. The User will focus their energies into the attack power of their Keyblade. With all their might they will assail enemies with a single, blindingly fast Keyblade strike. They can cover a great distance in a blink of an eye and will cleave nearly anything in its path in two; must have “Warp Slide” Passive. Un-mastered Cost: 140 AP; Mastered Cost: 70 AP

    Tier 6: The Lost, these are powerful physical skills or perhaps powerful spells that have long since been lost to the worlds. They are said to have the power to bring entire worlds to the brink of total destruction. All fighters worth their salt have heard of these, but none alive have seen them. Some believe the power of these abilities were locked away in Kingdom Hearts long ago, while others believe that they are locked in plain sight just waiting to be found. There are rumors that they were never existed as abilities to begin with, but rather weapons, to be used. The truth is shrouded in a deep ancient mystery. (Will be a storyline much later involving these.)

    Apocalypse-information not found

    Oblivious – information not found

    The “True” Ultima- information not found



    Reflect Spell
    The Reflect spell is special because it is the only spell that the Tanker Battle Style can call their own. This spell doesn’t draw its power from the Magic or the Attack Stat. It Draws it from the Defense, and Special Defense Stat. Yes, Reflect can be used to Block Limit Breakers, depending on your Special Defense level. It is a Tier 5 spell so it can only be learned by “True”Keyblade Masters of the Tanker Battle Style.

    Reflect (Tankers Only)- The spells produces a barrier of light that guards from attacks, then it goes away. If Reflect successfully guards an attack, it bursts outward, and it unleashes a spray of light around the dome that does damage equal to the power of the attack to anything hit by the light.
    Un-mastered Cost: 200 AP; Mastered Cost: 100 AP



    P As, are skills that are a permanent drain on your AP. If you have 50 AP and you purchase a PA that it worth 40 AP, then you subtract 40 points worth of AP from your total, and will only have 10 AP to use, until you can earn some more…period. There’s no give backs, once you got it you got it. So choose your Passives wisely, as they will be a big help. Now having said that, I would like to point out that there are 4 ways to obtain free Passives.

    1. A passive ability comes with your Keyblade. This Passive will be Tier 1, and will evolve with your character for free.
    2. There will be lectures giving randomly throughout the Rp for Rookies thru Apprentices. These lectures are usual showing off one of the Common Place Passive Abilities, sometimes special ones. So if you get there and learn it, it’s yours.
    3. Another Rper of a HIGHER level than you can teach you one of the Passives they possess.
    4. Tournaments and Special Events. These sometime will give out very rare powerful Passives, if you’re a part of them and perform well (Placing Top 3 in the Tournaments, giving a good showing of your character during the Special Events) then you can be sure that you’ll get one.

    Other than that, you’re going to have to shell out to AP, but if you choose wisely, I promise that it will be worth it. Also the only Passive that Levels up as you do is the Passive that comes with your Keyblade. You will have to give AP to get upgraded versions of the Passives you already have, if you so choose. To buy PAs, just PM one of the GMs, I will be listing the Common place Passives below, the Special Passives I’m going to kept under my hat for later. Also you can create your own Passives; you just need to run it by me first.

    Tier 1 Passives; Available from the start, only one type of Elemental specialist can be learned.

    Fire Starter: Fire Element Specialist; all fire oriented abilities, cost 20% less AP. Cost = 20 AP

    Brain Freeze: Ice Element Specialist; all ice oriented abilities cost 20% less AP. Cost =20 AP

    Static Charger: Thunder Element Specialist; All Thunder oriented abilities cost 20% less AP. Cost= 20 AP

    Wind Chaser: Wind Element Specialist All wind oriented abilities cost 20% less AP. Cost =20 AP

    Scan lvl 1: The user can see things invisible to the naked eye; is capable of obtaining personal information with just a glance at target's face. The user becomes somewhat aware of their surroundings, being able to slightly track enemies in blind spots Cost = 20 AP

    Tier 2 Passives; Available to those of Wielder level and higher

    Plays with Fire: Must have “Fire Starter” which will be replaced. Fire Element Specialist; all fire oriented abilities, cost 25% less AP. Cost = 30

    Some Like it Cold: Must have “Brian Freeze” which will be replaced. Ice Element Specialist; all ice oriented abilities cost 20% less AP. Cost =30 AP

    Shock Value: Must have “Static Charger” to which will be replaced. Thunder Element Specialist; All Thunder oriented abilities cost 25% less AP. Cost= 30 AP

    Wind Rider: Must have “Wind Chaser” which will be replaced. Wind Element Specialist All wind oriented abilities cost 25% less AP. Cost =30 AP

    Scan Lvl 2: Must have “Scan Lvl 1” which will be replaced. The insight of user increases enabling them to not only see things invisible to the naked eye, or obtaining personal information with just a glance at target's face. The user becomes somewhat aware of their surroundings, being able to slightly track enemies in blind spots, but also gauge the strength and weakness of a specified target. The user becomes aware of their surroundings, being able to track enemies in blind spots. Cost = 35 AP

    Quick Run: A movement technique designed for dodging attacks, or covering ground by executing a burst of speed over a short distance, achieved through the use of external, or internal Mystic forces( MP or Attack oriented).The higher the corresponding stat the faster the technique Cost= 35 AP

    High Jump: A movement Technique that is designed to increase your jumping ability pass its normal limits. This is achieved through the use of external or internal Mystic forces (MP of Attack oriented). The higher the corresponding stat the higher user jumps. Cost= 35 AP

    Reaction: Special Defense increases by 10%. Cost = 40 AP

    Tier 3 Passives; must be at the level of a Keyblade Apprentice to purchase.

    Pyromania: Must have “Plays with Fire” which will be replaced. Fire Element Specialist; all fire oriented attacks, cost 30% less AP. Cost = 40 AP

    Frost Bitten: Must have “Some like it Cold” which will be replaced. Ice Element Specialist; all ice oriented abilities cost 30% less AP. Cost =40 AP

    Electrified: Must have “Shock Value” which will be replaced. Thunder Element Specialist; All Thunder oriented abilities cost 30% less AP. Cost= 40 AP

    Wind Waker: Must have “Wind Rider” to which will be replaced .Wind Element Specialist All wind oriented attack cost 30% less AP. Cost =40 AP

    Scan Lvl 3: Must have “Scan Lvl 2”which will be replaced. The insight of user increases enabling them to not only see things invisible to the naked eye, or obtaining personal information with just a glance at target's face, but also gauge the strength and weakness of a specified target, and they can feel the presences, and power of hearts over a considerable distances. The user becomes very aware of their surroundings, being able to skillfully track enemies in blind spots Cost = 40 AP

    Air Run: Must have “Quick Run” which will be replaced.. A more advanced movement technique designed for dodging attacks or covering ground, by executing a burst of speed over a longer distance, achieved through the use of external, or internal Mystic forces( MP or Attack oriented)The higher the corresponding stat the faster the technique. This technique can also be performing in mid air. Cost= 40 AP

    Double Flight: Must have “High Jump” which will be replaced. A movement Technique that is designed to pick up where High Jump left off, not only allowing the user to jump higher but also allowing user to perform a jump while already airborne. This is achieved through the use of external or internal Mystic forces (MP of Attack oriented). The higher the corresponding stat the higher user jumps. Cost= 40 AP

    Glide: Allows you to ride the wind and travel over distances in the air. It can be used as a faster mode of transportation than running, or as an evasion technique. Will gradually descend to the ground. Cost= 50 AP

    Battle Mage (Mage Only): The cost of AP for all Magic is reduced by 30%. The AP cost for Special Skills are increased by 40%. Cost= 50 AP

    Hardened Warrior (Warrior Only): The Cost of AP for all Special Skills is reduced by 30%. The AP Cost for Magic increased by 40%. Cost= 50 AP

    Rolling Tank (Tanker Only): Stamina increases by 20%. Cost= 50 AP

    Reaction Lvl 2: Must have “Reaction” which will be replaced. Special Defense increases by 15%. Cost= 50

    Cleanser (Tanker Only): Becomes immune to all status ailments (Poison, Bind…etc). Cost= 60 AP

    Flowmotion: It is the basic movement all those of the Keyblade Wielder lvl or higher. It allows you to traverse your surrounding environment with great ease. Using it, you can jump off and run up walls, grind rails, leap great distances, and dynamically attack opponents achieved through the use of the raw power of ones heart. When used the users are enveloped in a violet aura, and leaves behind light trails.This is the basic means by switch most, if not not all Keyblade Wielders move through their environment. Invaluable for fighting in enclosed places, and moving through crazy terrain. Cost 65

    Tier 4; Available to those of the Keyblade Master Lvl and higher

    Scan Lvl 4: Must have “Scan Lvl 3” which will be replaced. The insight of user increases enabling them to not only see things invisible to the naked eye, or obtaining personal information with just a glance at target's face, and also gauge the strength and weakness of a specified target with a glance; they are now capable of feeling the presences, and powers of hearts, across great distances, as well as the light and darkness that resided within. The user becomes fully aware of their surroundings, being able to fully track enemies in blind spots
    Cost = 50 AP

    Warp Run: Must have “Air run” which will be replaced. The most advanced movement technique designed for dodging attacks, and covering ground by executing a burst of speed expanding over great distances, achieved through the use of external, or internal Mystic forces( MP or Attack oriented). The higher the corresponding stat the faster the technique. This technique can also be performing in mid air. Cost= 50 AP

    Super-glide: Must have "Glide" to learn. It is an advanced form of Glide, and it allows the user to glide through the air at higher speeds. The descent is much slower then with glide. Cost: 60 AP

    Reaction Lvl 3: Must have “Reaction lvl 2” which will be replaced. Special Defense increases by 20%.
    Cost= 60 AP

    Battle Mage lvl2 (Mage Only): Must have “Battle Mage” which will be replaced. The cost of AP for all Magic is reduced by 30%. The AP cost for Special Skills are increased by 35%. Cost= 70 AP

    Hardened Warrior Lvl 2 (Warrior Only): Must have “Hardened Warrior” which will be replaced. The Cost of AP for all Special Skills is reduced by 30%. The AP Cost for Magic increased by 35%. Cost= 70 AP

    Rolling Tank lvl2 (Tanker Only): Must have “Rolling Tank” which will be replaced. Stamina increases by 25%. Cost= 70 AP

    Tier 5 Passives; only available to “True” Keyblade Masters

    Battle Mage lvl 3(Mage Only): Must have “Battle Mage Lvl 2” which will be replaced. The cost of AP for all Magic is reduced by 30%. The AP cost for Special Skills are increased by 30%. Cost= 80 AP

    Hardened Warrior Lvl 3(Warrior Only): Must have “Hardened Warrior Lvl 2” which will be replaced. The Cost of AP for all Special Skills is reduced by 30%. The AP Cost for Magic increased by 30%. Cost= 80 AP

    Rolling Tank Lvl 3(Tanker Only): Must have “Rolling Tank lvl2” which will be replaced. Stamina increases by 30%. Cost= 80 AP

    Reaction Lvl 3: Must have “Reaction lvl 3” which will be replaced. Special Defense increases by 25%.
    Cost= 100

    Double Casting (Mage Only): Allows the user to use two Magic’s for the price of one. The AP cost will be the cost of the most expensive magic of the two. Cost=120 AP

    Valhalla (Warrior Only): Users thirst for battle strengthens their will to continue to fighting. It allows the user to survive a single blow, or a combo that would normally finish them off, as long as they aren't already on the verge of dying or passing out. Cost= 120 AP

    Never Twice (Tanker Only): Allows the user to instantly nullify any Magic or Special Skill that has already been used against them within the fight. Cost= 120 AP

    Fly: Is the combination of Super-glide, and Flowmotion. Both need to be learned before achieving flight. Fly will also replace both of them. Through their strength of heart, users are freely capable of flying through the air. Speed of flight is measured by the main stat of their Battle Style( Mage= MP; Warrior= Attack; Tanker= Defense or Stamina). When used the users are enveloped in an aura that best represent their hearts. It also leaves behind light trails, much like when Flowmotion is in use. Cost=150




    Limit Breakers
    Here is it, this is where the deadliest abilities of the RP will spring from. A Limit Breaker is exactly what it sounds like. It’s an all out attack that breaks through the normal limits of your body. This is your character not at 100%, but at 120%, 150%, this is them giving everything they have and then some. Limit Breaker cost no AP (surprised?), they are innate abilities you have within you, thus no need to learn them, just discovery them. They can be a single attack, or a power up that lasts a limited amount of time.

    How do you discover them? Once you become a Master’s Apprentice, your Master will teach you, or you can somehow discovery it yourself, AFTER you become a Master’s Apprentice. You also receive another if you gain access to a second Keyblade, or you may be rewarded one by taking place in special events. So you’re guaranteed 1, the rest is really up to how active you are.Your Limit Breakers grow in strength as you do, so be sure to update them, when appropriate. There are no set Limit Breakers for you to use, they are original to your character, but they are broken down into 4 Tiers of power.

    Tier 1, available to Apprentices, and higher; increases Battle Style’s main Stat by 20%, can last up to 4 post
    Tier 2, available to Keyblade Masters and higher, increases Battle Style’s main Stat by 35%, can last up to 6 post
    Tier 3, available to True Keyblade Masters, increases Battle Style’s main Stat 50%, can last up to 8 post
    Tier4, ONLY gained through VERY Special means, increase Battle Style’s main Stat 60%, can last up to 10 post.

    Each Limit Breaker you possess can only be used once per fight. As a special note; since these are attacks, the Tankers are allowed to channel their Defense stat into their offensive power, during their Limit Breakers. Duel Wielding Limit Breakers increase both Attack and Magic stats accordingly.

    Code:
    [b]Name:[/b]
    [b]Battle Type:[/b]
    [b]Tier:[/b]
    [b]Stat Increase[/b]
    [b]Duration:[/b]
    [b]Description:[/b]
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