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Posted

Hi, everyone.  Vaude here with a new roleplay that I hope everyone will enjoy.  There will be action.  There will be romance.  But, chiefly, there will be cooperation.

This roleplay takes place as two parts:  within a safe haven where you can discuss things with your fellows and test your unique strengths in arena matches, and within the multi-universal worlds where you combat creatures both sentient and animal with your fellows.  Your purpose is unknown, but staying inside the safe haven without doing anything for too long (three weeks) causes you to disappear.  With every disappearance, however, there is a new appearance.  Another unlucky, or lucky, person is brought to this safe haven, again with unique abilities that can help his or her comrades.

You must fight or at the very least assist to survive.  You are given food, shelter, robotic assistants that rebuild themselves, and ample amounts of time to improve yourselves and others, but you must prove useful to your community or risk being removed.  Three weeks is your allotted time before you must visit the many worlds that lay outside the gate to this sanctuary.

A job board will be provided in this RP to give people adventures and, thus, fun.  They are rated along the following tier system from lowest and least difficult to highest and most difficult:  Bronze, Silver, Gold, Platinum, Diamond, and Alexandrium.  Go as a group for the more difficult tiers, unless you like a challenge.  Your imagination is the only limit when fighting enemies.  Be as powerful as you'd like.

MAP OF THE HAVEN:

The Haven Layout

RULES:

Spoiler

The rules are:

0.)  Have fun.
1.)  No godmodding allowed.
2.)  No auto-hitting or killing each other.  The only exception there is to this rule is in the arena, where you may fight to the death without repercussion.  Dead characters inside the arena, or even in the sanctuary will be resurrected.  Characters who die in the many worlds will stay dead unless certain exemptions are made.  Phoenix feathers and elixirs of life are two such exemptions.
3.)  You are welcome to be powerful but not overpowered when fighting other roleplayers.
4.)  Keep what you post PG-13 and stick to the site's rules.
5.)  You are recommended and welcome to participate in the main plot.  However, if you decide against it, you may take on missions small and large and not worry about following the main plot.

6.)  You are able to have two characters at the most.  If you want another, one of your existing characters has to go.
7.)  Keep your characters original.  In other words, no official characters from any piece of fiction or non-fiction except of your own imagination.  You can, however, stick to a certain fictional universe.  Kingdom Hearts or Yu Yu Hakusho! or American Dragon -- any show, anime, game, or TV series is fine and dandy.
8.)  Please post regularly, if not semi-regularly.  Posting within two weeks is recommended to keep things flowing, and within three days for arena fights.  Take too long and I will a.) send a private message to either ask you to continue posting, b.) take control of your character, or c.) remove them temporarily or in whole from the roleplay.

JOB BOARD / QUEST LIST:

Spoiler

Bronze Listing:

Spoiler

The Grimoire in the Goblin Den

A collection of lesser incantations and potion recipes has been lost within a cavern governed by goblins.  The author of this great book is earnest to have it returned as soon as possible before the goblins, I don't know . . . eat it.  The tome is grey, made of a unique leather, and marked with thin, green metal leaf in the shape of a four-leaf clover with laughing imps on all four corners of the front of the book.  Danger level:  1 of 5.  Rewards:  200 coins + 1 phoenix feather (max 2).  Recommended:  1 or more adventurers.

Spoiler

Bug Collection

Collect at least seven giant grasshoppers from the Elysian Forest for the creation of lesser potions.  Danger level:  1 of 5.  Rewards:  700 coins.  Recommended:  2 or more adventurers.

Completed by:  Hektor, Reksis, Rhiannon, Hogarth (NPC).

Spoiler

Medicinal Gatherings

Collect three bundles of each herb and medicinal plant of the following kinds from the Elysian Forest:  kingsfoil, whitenectar, living rhubarb, mandrake.  Rewards:  200 coins + 1 extra passive power + 1 extra active power.  Danger Level:  1 of 5.  Recommended:  2 or more adventurers.

Completed by:  Hektor, Reksis, Rhiannon, Hogarth (NPC).

Silver Listing:

Spoiler

Save the Village

Sapnin Village, on the furthest outskirts of the Aquafolk Alliance, is under attack by necromantic forces of zombies and skeletons. A lich is suspected to be the reason for this attack.  Destroy his phylactery and stop the undead from overrunning the town.  Rewards:  1500 coins + 1 extra active power.  Danger Level:  2 of 5.  Recommended:  4 or more adventurers.

Completed by:  Ceres, Galla, Henry, Kolm, Lucia, Lukkel, Pang, Winona

Spoiler

The War Front

A medical caravan heading towards a war front between a ragtag alliance of men and halflings and ghoulish creatures requests protection against thieves and bandits as well as the fearsome ghoulish monstrosities.  They cannot loan out any medical supplies, but the requester offers money and physical training in return.  Rewards:  600 coins + 1 upgraded physically enhancing active power.  Danger Level:  2 of 5.  Recommended:  3 or more adventurers.

Gold Listing:

Spoiler

From the Frying Pan into the Fire

Tevardrinth, a menacing dragon, has been plaguing the lands surrounding his aerie in the mountains and collecting the spoils for his own.  A finder's fee awaits all those who venture into the dragon's den and claim a Ruby of Eventide, and a richer reward will await those who slay the foul beast.  Rewards:  3000 coins + 1 upgraded power OR 1 upgraded weapon, plus 4000 coins for the one who landed the killing blow.  Danger Level:  3 of 5.  Recommended:  5 or more adventurers.

Spoiler

Forestalling Justice

Within the Plane of Fire, two war chieftains had enough of each other and went to war with each other.  Two weeks later, due to great casualties, the hostilities came to end with a proposed ceasefire in one of the chieftain's camps.  The other chieftain, Yulune the Grey, does not trust this and hired The Haven to keep the ceasefire from ending up as a massacre of his people.  He promises riches and tutelage in many arcane ways if a bloodbath is averted.  Rewards:  2500 coins + 1 upgraded elemental power + 1 elixir of life (max 2).  Danger Level:  3 of 5.  Recommended:  5 or more adventurers.

Platinum Listing:  These jobs will be available later.

Diamond Listing:  These jobs will be available later.

Alexandrium Listing:  These jobs will be available later.

SHOP LIST:

Spoiler

Items:

Grease (weaponised grease can be thrown inside a thin, easily poppable material to cause elemental weakness to one enemy if striking true.  Causes weakness to light, dark, fire, ice/water, lightning, earth ['cause why not?] and air magic) - 200 coins
Hourglass (stops the clock for all but the one who activates it for what feels like three seconds; the user cannot move, but can plan ahead and counter flawlessly) - 200 coins
Bomb (big ba-da-boom with a moderate explosion of a certain elemental affinity chosen by the wielder; can be used for all elemental magics and even healing magic) - 50 coins
Phoenix Feather (revives a dead ally, or one's self upon death) - 500 coins
Elixir of Life (revives a dead ally, but cannot revive one's self upon death; has two [2] uses) - 500 coins

Additional Weapon Slot - 3000 coins

Upgraded Weapons:

Adamant Weave (bless the weapon with mercury, making the weapon indestructible by normal means) - 1000 coins
Arcane Weave (bless the weapon with crystal, adding a permanent elemental enchantment) - 1500 coins
Shadow Weave (bless the weapon with sulphur, adding a permanent non-elemental enchantment) - 1500 coins
Odd Weave (bless the weapon with grand gems, adding a permanent physical enhancement - 2500 coins

Powers:

Active Power - 2000 coins
Passive Power - 2000 coins

CHARACTER CREATION (for both new and active players):

Spoiler

Active Powers (interesting powers you may accept, otherwise you can create your own within reason) (choose 4):
Elemental control of magic: (dark, light, fire, ice/water, earth, lightning, and air);

Non-elemental control of magic: [void (physical non-elemental magic), gravity, healing, shield (physical red energy that blocks attacks to a degree), slow burn (continuous damage to a target lasting up to a minute), and death/unhealing (purely injurious magic)];

Physical enhancing: [strength up, dexterity/maneuverability up, magic aura (10% increase to all magic output), damage resistance (magic and strength), debuff resistance, regeneration (restores 10% per hour, but does not cure status ailments), piercing weapon (pierces defenses), shattering weapon (shatters weak defenses at first, then stronger ones after each use)];

Status ailments and debuffs: (strength down, magic deprivation (10% decrease to all magic output to others), lower defense, lower regeneration (-25% regeneration per casting of hex)

Passive Powers (latent abilities of your character, otherwise you can create your own within reason) (choose 2):
Mind reading (invading other people's minds to find out attacks or thoughts after two seconds of lag time; can be prevented), status debuff immunity, invisibility, damage resistance+ (25% decrease to physical damage), magic resistance+ (25% decrease to magic damage), double speed, flying, self-cloning (up to three), and heightened sense (your choice of sight, hearing, touch, or smell)

Weapons (you know you want something to defend yourself with) (choose 2; can be switched at the sanctuary):
Bladed:  Sword (of any length), axe, mace, spear, scythe;

Non-bladed:  Club, quarterstaff, padded gloves (for hand-to-hand combat), hammer, warhammer (sledgehammer);

Marksmanship (infinite ammo):  bow and arrows, crossbow and bolts, ninja stars, darts, and throwing knives (can be used as regular knives).

 

Please use the following template for creating characters.  You may tweak it if some information blends together, like a character's biography, personality, and/or appearance.

Character Sheet:

Name: Put the character's name here.

Age (optional):  Put thy celestial revolutions ye have witnessed as thy age.

Race (optional):  Put thy species on this glorified white space.
Appearance:  You can post a picture of your character here, or write out what he or she looks like.
Personality:  What makes your character interesting?
Biography: Tell at least something about the character. Maybe include their history before or during their visit to this place. This can include things like age, height, weight, and so on, if you want.
Attributes: Pick two passive powers from the list above that your character will have.
Abilities: Pick four active powers from the list above that your character will have.
Weapon: Pick two weapons from the list above that your character will use.  Please change your profile if you change your mind and use another weapon.
Signature Move: A signature move can only be performed by your character. It is a move that you think up using your abilities or weapon(s) in a creative way. Signature moves are optional, but can be added to your character at any time.

CHARACTERS CURRENTLY ACTIVE:

CHARACTERS RETIRED:

THE MAIN AND SUB STORIES THUS FAR:

Spoiler

Main Story:  A large number of newcomers were brought to The Haven following the deaths of a band of six adventurers in a job of the most difficult quest ranking.  They learn of each other, what The Haven is, and go on two quests as newfound teams.  During one of the quests, a lich terrorizing a land was found out to be Aprameia, a previous Haven member, and was resurrected to do someone's bidding.  With the lich destroyed, secrets are being unearthed, and the man behind Aprameia's turning is thought to be the Spectacled Man, so nicknamed because of his prominent thin glasses.  He is currently still at large and being hunted.

Side Story:  A Haven member, Berybrillo (Uzumeashy), is seeking a cure for one of her people's diseases, by which she is afflicted.  A band of adventurers is currently aiming to gather a dragon's gallbladder to remedy her ailment.

[[Edit on 9/14/18:  Added age and race to the character sheet as optional possibilities.  Made tweaks to powers and weapons.  Added the rule of having two characters at most.  Added a directory to existing characters.

Edit on 9/15/18:  Finalised name for the RP and was changed on 9/18/18.

Edit on 10/21/18:  Edited links for characters due to server transition and appended the job board.

Edit on 2/6/19:  Changed layout and added shop list.

Edit on 4/29/19:  Changed layout due to lack of working spoiler labels and made "CHARACTERS RETIRED" list.

Edit on 5/19/19:  Added titles for quests which were removed by the renovation of the site.  Added "THE MAIN AND SUB STORIES THUS FAR" blurb.]]

Edited by Vaude

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  • Scrapmaster
    Scrapmaster

    *Prepares to edit a casino in Vaude's future map*   Hye hye   Also, RIku, your characters could meet Hektor and Rhiannon, as they're heading to the shops. Would be a good starting

  • ...You sneaky bugger.

  • Scrapmaster
    Scrapmaster

    When you were planning on some Wholesome as hell interactions in the Aquafolk party with the other characters but most of them went back to the Haven.    

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So i wanted to explain that I personally imagine the sounds that are being made by the Hex Beast and when summoned, the Skeleton King are similar to the sounds of the Menos, from bleach. Very loud but empty at the same time.

Edited by HeartOfFerria

You've been far faster than me @Cam1949.  I apologize for keeping people waiting on me amidst posts.  I've been rather busy with the upcoming holidays and other commitments.  I will try to post tomorrow, if I am able.

  • 3 weeks later...

@Vaude, how would you feel if I incorporated some blood magic for Kolm?  I am feeling rather limited with his ice elemental magic, and I think it might make things rather interesting.  I would stick with the parameters of his abilities in his character sheet, but I was thinking that potency of his spells may be affected.  If you have some ideas on how to best incorporate the blood magic I would be very much interested. :)

  • Author

All right, I have finally managed to send off my post in order to continue the events happening in the Aquafolk village.  Apologies for the wait; there was a lot I wanted to say and not enough brainpower to put it into pen and parchment.  I hope everyone has had a wonderful series of holidays if you celebrate Hanukkah, Christmas, New Year's Day, or more.

  • 2 weeks later...

Hey Ferria, what did Ceres mean about having a date with destiny?

  • Author

Death.  ×_×

I am kidding, of course, but I think the comment might have been intended for Pang and not Henry regarding the patrician crumpled on the ground and Aprameia.  I was puzzling over this myself.

To be fair i wrote this last night in the midst of waiting leauge match. I was bound to get some names wrong eventually. Anywho the error is fixed

Edited by HeartOfFerria

  • 3 weeks later...

Ceres will gain the blessing of light magic from her goddess and Galla will figure out the Defence Down debuff magic

  • Author

Excellent choices for active powers, Heart.  They would match the characters well.  I have updated my characters as well, Pang having dexterity/maneuverability up and Winona getting healing magic.

In other news, I have updated the original post of this thread.  Now the post will look cleaner, will be easier to navigate, and have a shop mechanic so that you can purchase items and upgrades with your wonderful amounts of coins.  When you next are in a shopping mood for your characters, grab some items if you'd like.  They can be useful in a pinch.

Additionally, Heart, your money pool should be 1500 coins, not 900.  This will assist your characters in burgeoning into more powerful ones well enough, I feel.  Hope that helps!

Edited by Vaude

For new powers:

Henry: Active power:

Respite: Henry focuses his elemental energy and uses it as healing. Each with varying degrees of effects on top of the healing, takes a few seconds and uses a small chunk of his accumulated power. Can be interrupted by the enemy.


Fire: Restores a slight percentage of his health (Lets say a 1/4). With the additional effect of speeding up his energy build up.

Wind: Restores a slight ammount of health and increases his speed even more.

Water: Restores the most health in the shortest time of all of the styles, may also be used to heal others through spirit connection.

Earth: instead of a burst heal, it increases his natural defense and adds a stacking regeneration effect for a short time. 

 

 

Dark: Is quicker and Saps the energy of the enemies around him and into him, building up his energy and healing him. Allowing him to unleash more power.

 

 

 

For Hektor: 
Active: 

Grace: Hektor now has an additional gift ability, in which he bestows himself and his allies with a stacking buff, heightening their physical and magical abilities abilities as well as reducing the costs of their own abilities. Can stack up to three times, but cannot be cast thrice at the same time. Stacks reset the timer on the buff. (4 minutes). After full stacks, each cast of grace only resets the timer.

(lets say a 10% physical and magical boost, and a 9% cost/cooldown reduction on abilities per stack.)

 

Upgrade: 

Flux: Entropy: Adds the element of entropy onto his attacks, allowing it to deal irreversible damage to a foe, the effect lasts as long as combat lasts, when combat ends, if the enemy survives, they may heal themselves or be healed at normal rates again. 

 

Ill either leave out ceres for a while having her leave unnoticed or just make a swift post for her regarding the extra coin

Ceres and Henry could interact. Im half tempted to have Henry carry Galla back to the Haven considering she can't walk.

Its your call on all if those, just remember Galla really doesnt like to be touched or be in proximity of people

Edited by HeartOfFerria

Hope Galla doesn't mind being carried then!

Being powerless certainly is in Henry’s Favor

Sorry that I'm a little slow to claim the rewards, but I have updated Kolm and Rhiannon's character sheets to reflect the new active powers that they have received.  Kolm will be taking dexterity/maneuvabilty up, and Rhiannon will gain shattering weapon.  As for Rhiannon's powered up ability, I will put this toward her shield.

I'm really enjoying the expansion on everyone's characters. :) 

  • Author

Good choices of powers, you two, and no worries for a delay in obtaining these new powers, MA.  Everybody's lives are filled with busyness as of late, yours especially.

So, what is everyone's opinion on the meal and celebratory feast?  I would be happy to extend it until things slow down and then cut to a time where there is a next mission.

The arena is open too, allowing for people to test their new and old powers and skills against each other.  1v1, 2v2, 1v2, or an all-out brawl -- we can set up a small competition if so desired.

My thanks for understanding, @Vaude!  I predict things slowing up with Overworld soon enough with its closure, so I will be able to focus all of my attention on The Haven quite soon. :)

I think the feast in the Aquafolk village could lead to some opportunities on plot and character development, though it depends on what you have in mind for the feast itself.  Do you have ideas for story reveals, or would our character interactions be predominately filler?

The other issue to consider with the feast, I realize, is the other characters back at the Haven, but they could also be building character over tea.  Ultimately it's up to you and your preferences.  I know that I'm good with either option and don't have much of a preference.  I am personally curious to see how the feast turns out, but if you would rather move forward to the next mission I think that's fine as well.

You guys will get to experience some very drunk elemental spirits.

While Henry has a casual talk to the Aquafolk chief.

HAve fun everybody!

  • Author

A drunk Gnome and Undine?  This has potential to be very hilarious.  I am for this!

As for reveals, mostly it is filler/character-development stuff, with some potential for plot information (I am still working out the kinks for the main plotline).  It could prove good for all involved as long as people like going at a slow pace for now with more character development.  The only penalty is that the two groups will be separated until everyone reconvenes at the Haven.  If this is fine, how about we go with this plan, then?  I look forward to seeing more about everyone's characters.

33 minutes ago, Vaude said:

A drunk Gnome and Undine?  This has potential to be very hilarious.  I am for this!

As for reveals, mostly it is filler/character-development stuff, with some potential for plot information (I am still working out the kinks for the main plotline).  It could prove good for all involved as long as people like going at a slow pace for now with more character development.  The only penalty is that the two groups will be separated until everyone reconvenes at the Haven.  If this is fine, how about we go with this plan, then?  I look forward to seeing more about everyone's characters.


Undine's made of water, so alcohol would have an incredibly high effect on her.

 

Salamander's a total lightweight, even if she doesn't combust the alcohol.

 

Gnome's size doesn't help with Alcohol ingestion, neither does Sylph.

 

Henry's the only one who can actualy handle his drinks out of them.

Edited by Scrapmaster

Hmmmm Galla would probably head off asap if a party started.

Hey, @HeartOfFerria I think you might've missed Kolm's interaction with Galla, as I didn't see her mentioned.

Ill double check. Sorry ive been a bit distracted lately.

Better late than never, but I have decided on Lucia's new active power and Reksis's new and upgraded powers:

Lucia:

Tempest Strike: With a wave of her staff, Lucia can send a narrow wave of raw Arc energy across the ground in a straight line, every so often, the wave lets out a small explosion as it traverses, causing extra damage to those unfortunate to be caught in its wake. Lucia can send several of these off at a time, but each Strike requires its own wave of her staff and can only travel in the direction she sends them in to start with.

Reksis:

Crippling Blow: Infusing Void energy into his fist or sword, Reksis hits his opponent of choice with an attack that inflicts a debilitating affliction upon them, visually signified by an ominous, entrapping purple aura upon their person after impact. Crippling Blow weakens an opponents Armour and thus, their Defense, making them more vulnerable to further assault, but only for a few seconds before it wears off. And it'll take longer before Reksis is able to use the move again in a fight, meaning he has to pick his moments carefully.

Vortex Grenade - Chaos Accelerant: A greater understanding of the Void, no matter how minor it is, goes a long way. Now that he has gotten his first taste for how the Void works, Reksis can up the ante: Now he is able to charge up his Vortex Grenade and in taking more time to prepare it, he makes it more of a threat by increasing its damage and area of affect radius. This does require him to take a few extra seconds to do so and the grenade itself starts glowing as to indicate a stronger attack is imminent, but if one finds themselves trapped in this cascade, death could be seen as a mercy that won't come as soon as you'd like it.

 

Here's hoping I didn't go overboard. lol

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