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 Ability List

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Riyya
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Posts : 75
Join date : 2016-02-06
Age : 21

Character Info
Potential: 890
Willpower: 990
Race: Human

PostSubject: Ability List   Fri Feb 12, 2016 1:34 am

Random Abilities:

No gains: EXP zero RP-ified, you will gain nothing while it's active. COMPLETELY OPTIONAL, WILL MAKE THE EXPERIENCE HARDER FOR YOU. USE AT YOUR OWN RISK.

Offensive Abilities:

Counterattack: With a high enough willpower to negate someone's attack or dodge it, you are given a 5% bonus to your base potential for your next attack so long as it's immediately after you successfully dodged your opponent's attack.

Critical Hits: You have a small chance to cause an extra 5% of your base potential in damage when attacking. Percentage increases by 1 every time you equip it successively. (Use dice rolls to determine, 1d6)

Stun Impact: Has a chance of stunning an opponent for one turn. They will be unable to attack or defend for their next post. (Use dice roll to determine whether successful or not)

Charge: Charge up and attack an enemy. Ignores guarding but leaves you open for attack while charging.

Flash Step: Guard piercing attack that keeps up your own guard all the while. (Wisdom form/Twilight equivalent/Dark equivalent or higher required)

Guard Break: A powerful slashing combo that goes right through an opponent's guard. (Requires Limit form or Dark and Twilight Equivalents)

Auto Valor
Auto Wisdom
Auto Limit
Auto Master
Auto Final :
Each of these will automatically cause their respective drive transformations if the user's life is in danger. (The respective form or equivalent transformation must be available before these can be selected)

Dark Aura: If it connects, it can stop the enemy's action for one turn. (Twilight or Dark path only)

Berserk Charge: Can charge up to increase your Potential by 3% of base per turn, all builds up into one attack and then ends.

Fire Boost: You deal an extra 3% of your base potential in damage when using fire based attacks.

Blizzard Boost: You deal an extra 3% of your base potential in damage when using ice based attacks.

Thunder Boost: You deal an extra 3% of your base potential in damage when using electric based attacks.

Dark Boost: You deal an extra 3% of your base potential in damage when using darkness based attacks.

Striker: You gain a 7% bonus of your base potential when near-death.

Critical Boost: Critical hits become slightly more likely. (Use a smaller die roll for critical hit deciding) (Requires Critical Hits)

Fire Finish: When your attacks connect, they have a chance of setting the opponent on fire. (Die roll to determine, will fail if damage is negated)

Blizzard Finish: When your attacks connect, they have a chance of causing ice damage to opponents. (Die roll to determine, will fail if damage is negated)

Thunder Finish: When your attacks connect, they have a chance of electrocuting opponents. (Die roll to determine, will fail if damage is negated)

Firaga Boost: You deal an extra 5% of your base potential in damage when using fire based attacks. (Requires Fire Boost) (Available at 35k Potential)

Blizzaga Boost: You deal an extra 5% of your base potential in damage when using ice based attacks. (Requires Blizzard Boost) (Available at 35k Potential)

Thundaga Boost: You deal an extra 5% of your base potential in damage when using electric based attacks. (Requires Thunder Boost) (Available at 35k Potential)

Darkaga Boost: You deal an extra 5% of your base potential in damage when using darkness based attacks. (Requires Dark Boost) (Available at 35k Potential)

Impact Arts: Perform focused, more powerful strikes when you attack. (Increases your potential by a permanent 2% of base, stacks with other bonuses) (Available at 35k Potential)

Full Swing: Land critical hits less frequently, but significantly increase the resulting damage. (Potential is increased by an extra 2% of base in return for having a massive dice roll for critical chance, must have critical hit and critical boost.)

Firaga Boost+: You deal an extra 7% of your base potential in damage when using fire based attacks. (Requires Fire Boost, Firaga Boost, and a Fire Crystal from the shop) (Available at 70k Potential)

Blizzaga Boost+: You deal an extra 7% of your base potential in damage when using ice based attacks.  (Requires Blizzard Boost, Blizzaga Boost, and an Ice Crystal from the shop) (Available at 70k Potential)

Thundaga Boost+: You deal an extra 7% of your base potential in damage when using electric based attacks.  (Requires Thunder Boost, Thundaga Boost, and a Thunder Crystal from the shop) (Available at 70k Potential)

Darkaga Boost+: You deal an extra 7% of your base potential in damage when using darkness based attacks. (Requires Dark Boost, Darkaga Boost, and a Darkness Crystal from the shop.) (Available at 70k Potential)

Vampirism: Can drain life out of someone else to heal yourself. (Dark or Twilight only) (Available at 50k Potential)

Defensive Abilities:

Aerial Recovery: If struck with an attack while airborne, the damage taken will be reduced by 10%.

Blade Bash: If your block negates a majority of damage (anything below 25% damage), the opponent will stagger, making their next action at a -5% of their base potential or willpower. (15k Potential Required)

Guard Plus: Gives a 3% bonus to your base willpower when guarding at any time.

Dodge Roll: Allows for a little flavor text when dodging, as well as increasing your will power by 3% of it's base for the duration of this action.

Second Chance: Stay alive even after the worst hits until you are near-death. They must hit you while you're in your near-death state to finish you off.

Once more: The Near-death state that gives one an extra hit before dying after taking massive damage now has an upgrade! You can stay in the near-death state even when two opponents give you lethal damage! (Requires Second Chance and 40k Potential)

Leaf Bracer: Regular attacks from enemies will be negated while you heal, however, stronger attacks can still break through.

Dark Shield: Increases Willpower by 6% of base. (Twilight or Dark path only) (Available at 25k Willpower)

Protect: Absorb 10% of the damage taken. (Available at 20k Willpower)
Protera: Absorb 20% of the damage taken. (Requires Protect) (Available at 40k Willpower)
Protega: Absorb 30% of the damage taken. (Requires Protect and Protera) (Available at 60k Willpower)

Dodge Rush: An upgrade of Dodge Roll. increases your will power by 4% of it's base for the duration of this action. (Requires Dodge Roll) (Available at 25k Willpower)

Dodge Combo: Final upgrade of Dodge Roll, increases your will power by 5% of it's base AND increases potential by 2% of it's base for the duration of this action! You can attempt a dodge and send out your own attack with this ability! (Bonus attack opportunity negated if the enemy's attack connects and kills or critically injures you) (Requires both Dodge Roll and Dodge Rush) (Available at 45k Willpower)

Perfect Guard: Upgrade of Guard plus, further learning how to block effectively, you can now gain 5% of your base willpower when guarding. (Requires Guard plus) (Available at 35k Willpower)

Fire Guard
Blizzard Guard
Thunder Guard
Dark Guard:
Each of these grant a bonus 1% on top of any of your guarding bonuses when you guard against the respective elemental attack. (Requires Perfect Guard)

Fire Screen: gain a bonus 3% of your base willpower when blocking a fire based attack. (Requires Fire Guard)

Blizzard Screen: gain a bonus 3% of your base willpower when blocking an ice based attack. (Requires Blizzard Guard)

Thunder Screen: gain a bonus 3% of your base willpower when blocking an electric based attack. (Requires Thunder Guard)

Dark Screen: gain a bonus 3% of your base willpower when blocking a darkness based attack. (Requires Dark Guard)

No Ignite: Reduces damage you take from fire based attacks for 3% of the opponents base potential. (Available at 30k Willpower)

No Freeze: Reduces damage you take from ice based attacks for 3% of the opponents base potential. (Available at 30k Willpower)

No Jolt: Reduces damage you take from electric based attacks for 3% of the opponents base potential. (Available at 30k Willpower)

No Dark: Reduces damage you take from dark based attacks for 3% of the opponents base potential. (Available at 30k Willpower)

Firaga Screen: gain a bonus 5% of your base willpower when blocking a fire based attack. (Requires Fire Screen) (Available at 65k Willpower)

Blizzaga Screen: gain a bonus 5% of your base willpower when blocking an ice based attack. (Requires Blizzard Screen) (Available at 65k Willpower)

Thundaga Screen: gain a bonus 5% of your base willpower when blocking an electric based attack. (Requires Thunder Screen) (Available at 65k Willpower)

Darkaga Screen: gain a bonus 5% of your base willpower when blocking a darkness based attack. (Requires Dark Screen) (Available at 65k Willpower)

Defender: You gain a 7% bonus of your base willpower when near-death.

Firaga Screen+: gain a bonus 7% of your base willpower when blocking a fire based attack. (Requires Firaga Screen and a Fire Crystal from the shop) (Available at 95k Willpower)

Blizzaga Screen+: gain a bonus 7% of your base willpower when blocking an ice based attack. (Requires Blizzaga Screen and an Ice Crystal from the shop) (Available at 95k Willpower)

Thundaga Screen+: gain a bonus 7% of your base willpower when blocking an electric based attack. (Requires Thundaga Screen and a Thunder Crystal from the shop) (Available at 95k Willpower)

Darkaga Screen+: gain a bonus 7% of your base willpower when blocking a darkness based attack. (Requires Darkaga Screen and a Darkness Crystal from the shop)  (Available at 95k Willpower)

Support Abilities:

Scan: Can sense another's latent Willpower and Potential.

Cheer: While in battle with allies, your allies get a 3% boost to their base potential and willpower. (Does not stack with other boosts)

Mermaid Kick: You gain a 10% boost to willpower and potential based off of your base amount of each while in Atlantica only. (Must visit Atlantica at least once, also requires 20k Potential)

High Jump: Whenever you perform an offensive or defensive action alongside jumping, you gain a 5% boost to either Potential or Willpower for this action only. (Requires 25k Potential)

Glide: Can hover off of the ground slowly.

Superglide: An advanced form of Glide, can fly much faster. (Requires Glide and 20k Potential)

Rocket Glide: Final version of glide, allows you to move very quickly when flying, you can now move upwards given the speed at which you travel. (Requires Superglide and 40k Potential)

Haste: You now move much faster, is mostly flavor text, but in a dodging attempt, it can give you a 3% boost of your base willpower. (Requires both 20k Potential and 20k Willpower)

Hyper Healing: Takes some of your own vitality to heal another.

Cure Boost: Any time you heal yourself or others, it is 3% more effective. (Requires a Cure spell to take effect)

Curaga Boost: Any time you heal yourself or others, it is 5% more effective. (Requires Cure Boost and 30k Potential)

Curaga Boost+: Any time you heal yourself or others, it is 10% more effective. (Requires Curaga Boost and 60k Potential)

Support Boost: increases your allies's willpower and potential by 5% of their base (stacks with cheer)

Waking Dream: Your allies can enter near-death after taking a lethal hit, or stay in near death after a three attack combo if they have second chance and once more. (Only works like Second Chance for your allies if they lack both Second Chance and Once more.) (Requires 30k Willpower)

Lingering Will: When you die, in addition to becoming a heartless and nobody, you may continue on as pure will as well. (Requires 100k Willpower)

Memory Chaining: You can chain together a person's memories with the aid of the Memory Pod to restore someone back to life.


Last edited by Riyya on Sat May 28, 2016 10:58 pm; edited 1 time in total
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Turuski Drapurr
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Munny : 800
Posts : 24
Join date : 2016-05-14

Character Info
Potential: 850
Willpower: 850
Race: Toon

PostSubject: Re: Ability List   Sun May 15, 2016 5:06 am

(If it's alright, I wanna add these to the list. They fall under support abilities.)

Treasure Magnet: When farming for materials, you gain an additional 3%+ to your chances of finding an item, but also to the reduced gains.

Jackpot: Depending upon the quality of the item, one may roll a die to determine whether or not they get double of that material once they are being graded. 5% Chance to earn double the material, roll a die to determine.

(These would fall under.. Offensive, maybe? Maybe support?)

MP Rage: If attacked without using a spell, you gain one more extra mana. This does not occur if guarding. (Requires 10k Potential and Willpower)

ST Rage: If attacked without using a offensive skill, you gain one more extra stamina. This does not occur if guarding. (Requires 10k Potential and Willpower)

Apostate: Mages are a dangerous bunch. They have the world at their fingertips and so some perceive them as too great a threat to even exist. 7%+ To offensive spells when near death.

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Xedyn
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Munny : 680
Posts : 26
Join date : 2017-04-03

Character Info
Potential: 820
Willpower: 1270
Race: Nobody

PostSubject: Re: Ability List   Thu Apr 06, 2017 1:46 am

Support Abilities:

Lucky Advocate: For every 3 supportive abilities, gain a basic crafting material.

Offensive Abilities:

Lucky Strike: For every three melee hits, gain a basic crafting material.

Blitz: Your melee attacks deal 7% of your total damage to targets surrounding your main one. (Requires Impact Arts)

Gravity Finish: When your attacks connect, they have a chance of silencing opponents for one turn, preventing the use of spells. (Roll die to determine, attack fails if negated.)

Gravity Boost: Your attacks deal 3% of your base potential when using gravity-based attacks. (Magnet falls under Gravity.)

Zero Gravity Boost: Your attacks deal 5% of your base potential when using gravity-based attacks. (Magnet falls under Gravity.)

Defensive Abilities:

Gravity Guard: Grants a 1% bonus on top of any guard bonuses to Gravity element abilities. (Requires Perfect Guard)

Gravity Screen: Gain a 3% bonus to your willpower when blocking Gravity element abilities. (Does not negate status effects) (Requires Gravity Guard)

No Gravity: Reduces damage you take from Gravity attacks by 3% of the opponents base potential. Also gives a chance to negate status effects caused by Gravity element abilities (Roll die to determine success) (Available at 30K Willpower)
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