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Update 0.9.9: Precedents and Rulings

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Update 0.9.9: Precedents and Rulings Empty Update 0.9.9: Precedents and Rulings

Post by Game Master Sun Jan 04, 2015 11:08 am

Preface

As is going to be the case with any competitive site, there will be a lot of things staff must pay attention to in terms of how everything operates. Beneath the general rules are the approvals and such, where staff must demonstrate their judgement and opinions on the various items and abilities that cross the table. While keeping track of all the little details would be utterly impossible, as applications are also approved on a case-by-case basis, there are a lot of general things we would like to establish in order to facilitate easy approval process' for our members. These will be cataloged in the following posts. It may start scant, but it will expand in the future.


Last edited by Game Master on Sun Jan 04, 2015 1:31 pm; edited 1 time in total

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Update 0.9.9: Precedents and Rulings Empty Statistics

Post by Game Master Sun Jan 04, 2015 11:11 am

Endurance, at Tier 5, is capable of withstanding an extremely powerful spell costing upwards of 450 MP with obvious injury, but is still capable of fighting. A subsequent attack of comparable power would KO them outright, but not kill them.


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Update 0.9.9: Precedents and Rulings Empty Elements

Post by Game Master Sun Jan 04, 2015 12:07 pm

Moon

Moon Element is, for all intents, is derived from the Esoteric Interpretation of the element with some parts cut out or altered. On it's own Moon can be used for manipulation one's age and gender, controlling the caster's blood, forms of divination that don't predict or deal with future events, limited emotional control, madness manipulation, confusion manipulation, sleep manipulation, limited manipulation of the subconscious mind, healing and resurrection, shape-shifting, banishment, transmutation, and sleep inducement.

It has other effects when used alongside other elements such as increasing the power of reflect spells, passively increasing the effectiveness of both light and darkness elements and passively increasing the effects of water magic.

In addition, Moon is the only element with no resistance to itself. Instead, Moon can passively detect illusions of any strength, and can not be deceived by them. The level of awareness is always the same, but the simple act of knowing doesn't negate the illusion or reduce it's effects, only provides an edge against the opposition.



Electricity

Electricity remains a primal element and so far has not had it's capabilities capped or expanded, but it has been discussed that Electricity that originates from a person's physical body- and more accurately, their skill tree- unless it costs MP or is otherwise specified is assumed to be a form of natural bio-electricity rather than esoteric in nature. Mere implications of this are considered loopholes, and not acceptable as evidence for lightning being esoteric.



Nothing

Nothing remains a prime example of non-existence. Nothing is a type of Non-elemental magic, the other being a so far unnamed element that all casters who designate their spells N/E or N/A have access to. Nothing is a far more powerful variant of this magic though, containing within itself the inherent property of magical negation. It also contains the ability to cause the caster to become invisible and intangible. While Moon is the primary element for manipulating memories, Nothing can be used to censor the user out of the memories of others by replacing them with something that makes sense. Usually, this would prompt the individual's mind to come up with this on their own. People with the moon element are inherently immune to effects of this nature.



Time

Time is a very powerful advanced element that focuses on controlling the battlefield and opponents through stopping, slowing, or reversing their moves while hastening ones allies. It can be used to create openings for escape or attack, based on the situation. Time Magic is thus far the only element capable of casting spells that are an automatic auto-hit. It is also one of the highest cooldown types of magic.



Last edited by Game Master on Sun Jan 04, 2015 12:33 pm; edited 1 time in total

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Update 0.9.9: Precedents and Rulings Empty Magic

Post by Game Master Sun Jan 04, 2015 12:32 pm

Silence Effects

Silence Effects can, so far, be generated from Dark and Nothing, with other elements pending as their review becomes relevant. To initiate a silence effect, physical contact is not necessary but makes the ability cheaper, but it will be an AoE effect. No matter what, an individual who uses silence has to hold, in their hands, Orbs of Magic that control the silence effect. If these orbs are dropped, destroyed, or dispelled the Silence effect is terminated.



Aura Effects

Auras are usually generated by skill trees, but can be created from abilities. An aura ability is a passive AoE effect that inflicts or grants debuffs, buffs, healing or damage onto those around you. You can set specific requirements for these buffs, but they can be countered by abilities that designate immunities from auras. However, they can not be countered by other auras, whose affects will instead overlay with one another. Designating an immunity from auras will keep you from having an aura.



Barriers and Reflect

Barriers can be generated by virtually every element. While they can be generated through skill trees, the most effective barriers can be generated through abilities. Barriers are not cumulatively damaged by magic, they are overcome by it. They generally last a short time, but in that time can not be destroyed unless by something stronger than themselves.

Reflect functions fundamentally the same way, only instead of merely blocking damage it either returns it immediately, or absorbs the damage and returns it in a different form. They will not reflect or absorb something more powerful than themselves, and will instead shatter.


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Update 0.9.9: Precedents and Rulings Empty Synthesis

Post by Game Master Sun Jan 04, 2015 12:42 pm

An item is inherently better quality based on the individual's character tier. A Tier One sword, for instance, is not s sharp and refined as a Tier Five Sword. Character Tier accounts for quality of craft and materials. The Tier Five sword is markedly more durable, able to take severe amounts of weight and strain (a Tier Five Shield or Armor Piece could withstand a direct hit from an individual with Tier Five Strength). While this doesn't mean that a Tier Five Sword will slice right through a character with Tier One Endurance, it does mean that it's craft is superior and in all relevant situations, versus items of lower quality, which would determine the status of said items.

This does not grant them immunity to magic abilities. Only specially made metal wouldn't conduct, as would only specially made metal not rust. These materials are available to all tiers, but never in combination. In addition, all metals with exception to Orichalum (reserved for Keyblades, Keyblade Armors and event items only) are subject to metal manipulation. Orichalum is in and of itself, not susceptible to destruction, rust, and only conducts magic lightning instead of both forms. It can not melt or otherwise be damaged. However, Orichalum is a rare material not available in typical synthesis.

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Update 0.9.9: Precedents and Rulings Empty Abilities

Post by Game Master Sun Jan 04, 2015 12:51 pm

Members can, at appropriate times, ask staff to upgrade, replace, or remove abilities they feel are no longer relevant to their characters. There are definite things characters are entitled to in terms of redoing their abilities. These things are:

  • At every increase in magical Tier, characters may upgrade their spells. Depending on the spell, there may be no increase to cost or cool down. They must notify staff of this.
  • Characters, at every increase in character tier, are entitled to upgrading their Skill Trees to the next tier. They must notify staff of this.
  • Characters can add Drive Forms to their Skill Trees as they become relevant. They must notify staff of this.

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