Post by alchefire on Oct 21, 2020 22:08:46 GMT -8
Spirit Bonuses
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 16 | +3 |
CON | 14/15 | +2 |
INT | 4 | -3 |
WIS | 6 | -2 |
CHA | 16 | +3 |
Sora
Destiny Islands/Kingdom Hearts
Alignment: Chaotic Good
Motto: "My Friends are my Power!"
Allies/Friends: Kairi, Riku, Goofy, Donald, King Mickey
Enemies/Rivals: Xemnas, Organization XIII, Maleficent, Pete, Heartless, Nobodies
Backstory: Sora's Backstory
Appearance: Base Appearance:
Valor Form:
Wisdom Form:
History On Li: Sora found himself rather confused when he first arrived on Li. Just a moment ago he was stepping through the Door to the Light, his arms and legs still aching a little from his arduous fight with Xemnas. The next thing he knew he was standing in the middle of the Gymnasium of Hylias Grace. With neither Riku nor any of his other friends anywhere in sight.
Panic was what initially filled Sora's mind as he began searching the cafeteria high and low. Hoping to at least find the boy who'd stepped through the portal with him. Eventually his panic subsided a small bit when he came across a girl named Dawn. She rather quickly caught him up to speed and after a short, yet rather uplifting conversation. Sora learned that not only was he on a bizarre world named Li, but also Kairi was somewhere here. After waving his new friend a quick goodbye he took off into the Life Sphere. Looks like he was already on another adventure.
MP Sora starts every thread with 100 MP. When this MP reaches 0 at the start of his next turn, Sora enters what is called MP Charge Where Sora begins rebuilding his magical power for 3 turns. When those 3 turns end, Sora's MP is restored to 100.
Primary Attacks (3)
Attack: [DMG 8/18%] Sora performs some very basic attacks with his Keyblade. Performing this as either small series of Light attacks or a single Medium attack. Uses Strength
Valor Form: Due to wielding two Keyblades, Sora adds his Charisma mod to the damage this attacks deals
Wisdom Form: This attack becomes a ranged Charisma attack that also adds Sora's Dex to it's hit bonus.
Flash Step/Over the Horizon: [DMG 15/20%] Sora vanishes in flash of bright white light, causing him to suddenly reappear in front of an enemy before he performs a powerful uppercut that's meant to strike through his foe's guard. Sora performs a Str melee attack on a single foe he can see. This attack inflicts an additional 5% if the target attempts to block it with a Bubble Shield or some other form of defensive ability.
Can only be performed once per turn and must be the first melee attack Sora makes on a foe.
If Sora is in Valor Form, this attack instead becomes Over the Horizon. It still has the same restrictions as Flash Step, however it increases the standard damage as well as damage dealt to shields by an additional 5%.
Explosion: [DMG 30%] Sora's raises his keyblade into the air, gathering a fair bit of Light magic into the tip before swinging it downward and unleashing it in the form of 4 large spherical orbs that quickly swirl around him. Sora performs an AOE Charisma attack on all enemies that surround him.
While in Wisdom Form, Sora can instead target one enemy or ally he sees and perform this attack with them as a starting point. Dealing damage to said starting point if they're an enemy.
(Cooldown: 3 turns)
Special Attacks (3)
Drive Form!: Sora's clothes are enchanted with the power of three fairies. This magic enables him to call upon the power of his friends, bringing their strength together with his own. Or... at least that's what they normally did. Due to Donald and Goofy being nowhere to be found, Sora's clothes instead rely on something just as powerful. The memories lying within his own heart, however this version of the power is a bit... volatile, the Form Sora obtains when using it often being up to chance now. When Sora activates this skill, he rolls 1d20. The form he takes whenever he engages this form for the rest of the thread is determined by what he rolls on the die. Sora cannot perform the attacks in his base moveset if he transforms into Anti, Limit, or Master/Final Form. Also any abilities performed in a Transformation Drive Form have their cooldowns freeze when he exits them. They then resume as normal when he returns to said form.
1: Anti Form; The Drive transformation backfires, instead of repelling the darkness, it draws it in. Cloaking Sora in darkness and removing his ability to use the Keyblade. It's very powerful, but has incredible risk, a risk that Sora is forced to take... (Transformation listed below, lasts 3 turns, and Sora gets to reroll his form next time he activates this ability.)
2-5: Limit Form; The memories of Sora's first adventure flood forth, empowering him calling forth this strangely nostalgic form. This transformation brings back old moves and empowers them. (Transformation listed below)
6-10: Valor Form; The first Drive Form Sora ever obtained. The courage stored within his heart bursts forth, calling another keyblade to his hand to as his body fills with strength. (Behaves as a buff for 3 turns. Sora adds his Charisma Mod to the roll for any Strength based attack he makes.)
11-15: Wisdom Form; The second Drive Form that Sora obtained. Sora instead unleashes the powerful magic that lies within, empowering himself and his magic.(Behaves as a buff for 3 turns. Sora regenerates 10 MP at the start of each turn while in this form and can use his Charisma for any Wisdom check.)
16-19: Master Form; A Drive that combines the physical power of Valor and the Magical might of Wisdom. Sora's abilities change in a major way, far beyond what normally happens when he unleashes either of the previous forms. (Transformation listed below, lasts 3 turns)
20: Final Form The perfected version of Master Form, Sora awakens the power in his heart and unleashes it to it's full potential. Allowing him to manipulate his keyblades without even touching them.(Buffed version of the Master Form, lasts 2 turns)
(Cooldown: 3 turns)
Elemental Trio: All three of these spells are performed as a single target Charisma attack that costs 20 MP to cast, however, if Sora performs the same spell for all three actions in a row, the final spell instead costs 30 MP and inflicts an additional 10 damage while guaranteeing the Status effect. While in Wisdom form, Sora can perform this "Spell Combo Ender" without the additional cost. If Sora does not have enough MP to cast one of these spells, he can instead expend all of his remaining MP to cast one spell, with the status effect being removed.
Firaga: Sora produces a series of fireballs which swiftly circle around him, striking at every enemy nearby, burning them with magical flames. 50% chance to inflict Burn [DMG 20%]
Blizzaga: Sora points his keyblade forward before firing a large spear of ice. Piercing and potentially freezing his foe. 50% chance to inflict Freeze [DMG 15%]
Thundaga: Sora points his keyblade to the heavens, calling down a bolt of powerful lightning which strikes and electrocutes his foe. 50% chance to inflict Paralysis [DMG 20%]
Curaga: A spell made to heal and cure Sora's allies. Sora can only cast this spell if his MP is 50 or above. Sora expends all of his MP and heals himself and all allies for 1d20 + Cha + 2 for each additional 10 MP he spent on the spell. Sora then receives a -1 to the first dodge of his next turn.
Final Smash (1)
Trinity Limit: To perform this Final Smash, Sora choses up to two of his allies. Sora then expends 2 actions gathering the power of his heart and uses it to connect with them. Granting all three of them the power of flight, Sora's Charisma Modifier added to all damage they deal, as well as access to the below moves. This effect lasts for 2 turns and each move can only be performed once per turn. If one of the two Character's aside from Sora is KO'd and neither Sora, nor the remaining Character can fulfill the conditions needed one of the attacks, then Sora and all participating Allies lose access to said attack. If Sora is KO'd before the FS ends, then the FS ends early.
Break: [DMG 20%] Sora and his allies charge forth and deliver a series of powerful Melee Attacks on a single target. This attack is performed as a Single Melee attack using all of the chosen member's Str mods combined (Negative mods are treated as 0.
Ultima: [DMG 20%] (Can only be performed if at least one of the Characters can perform magic and has a Wis mod of +3 or higher) Sora gathers magical energy with his allies to super charge a single spell, transforming it into the devastating Ultima! This attack is performed as a Single Wisdom attack using all of the chosen member's Wis mods combined (Negative mods are treated as 0). If the user has any Spell-based attacks that can inflict a Status Ailment, this attack inflicts it guaranteed.
Major Drive: [DMG 15%] (Can only be performed if at least one of the Character has a Con mod of +3 or higher) Sora sits behind his sturdiest ally and channels power unto them, causing a powerful vortex of Drive Orbs to appear, damaging all foes in a cone and restoring some energy to himself and his friends. This attack is performed as a Single AOE Dexterity attack using all of the chosen member's Dex mods combined (Negative mods are treated as 0). If this attack hits all characters involved may choose one ability currently on Cooldown and reduce that Cooldown by 1. They cannot choose the same ability for the rest of the round.
Other Info: I'm pulling Sora from the very end of KH2, just after he beat Xemnas, when Riku and him were about to leave the Realm of Darkness
Spirit Bonuses
Discipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 16 | +3 |
CON | 14/15 | +2 |
INT | 4 | -3 |
WIS | 4 | -2 |
CHA | 16 | +3 |
Limit Form
Appearance:
Primary Attacks (3)
Attack: [DMG 8/18%] Sora performs some very basic attacks with his Keyblade. Performing this as either small series of Light attacks or a single Medium attack. Uses Strength.
Ripple Drive: [DMG 15%] Sora builds up a golden aura around his body before unleashing it in a powerful burst around him. Sora performs a single AOE Cha attack against all enemies surrounding him. Inflicting Paralyze on hit.
(Cooldown: 2 turns)
Zantetsuken: [DMG 30%] Sora reels back before suddenly slashing forward. Cutting through the target's guard and delivering a brutal slash that inflicts a massive amount of damage. Sora performs a Heavy Str attack on a single foe.
(Cooldown: 3 turns)
Special Attacks (3)
Limit Form: When Sora first transforms into this Form he receives a second MP Bar that is tracked separately from his original MP bar This MP bar does not enter MP Charge when it hits 0 and can only be recharged when Sora reenters this form after it and the cooldown for Drive Form end. Any abilities whose cost would push past this second MP Bar also pull from Sora's original one. Allowing him to use the MP from his base form when he runs out in Limit.
On top of this, Sora can also use any special with the Limit Command keyword can be performed multiple times in a single turn while only paying the cost once. However Sora must use only that move exclusively for the entire turn. To make up for this, he can perform a finisher version of the Special as his final action of the turn.
Strike Raid/Judgement Limit Command: [DMG 15/25%] Sora reals back before suddenly throwing his Keyblade Forward. The thing flashing a brilliant white as it cuts through everything in front of Sora before returning to him. Sora performs a line Dex AOE attack on all enemies in front of him. If this attack hits a target it grants them a -1 to the dodge of the next Strike Raid Follow-up as they're dragged closer to Sora, giving them less time to dodge this effect can stack one additional time if the foe is hit before Judgement is performed.
(MP Cost: 50)
Sonic Blade Limit Command: [DMG 20/30%] Sora chooses a single foe before suddenly rocketing forward at sonic speeds, stabbing through them with his Keyblade. Sora performs STR attack on a single foe he can see. If this attack hits the target it grants them a -1 to the dodge of the next Sonic Blade Follow-up as they're dragged along with Sora, giving them less time to dodge, this effect can stack one additional time if the foe is hit before the Finisher is performed. This attack can only affect the target that Sora has targeted and cannot strike other foes.
(MP Cost: 50)
Final Smash (1)
Elixir: When Sora transforms into this state, he finds a strange and very powerful item in his pocket, the Elixir. By tossing this item into the air, it shatters and releases a wave of bright green energy. Healing Sora and all of his allies by 20% as well as reducing all abilities currently on Cooldown by 3 and reverting any characters who use resources instead of Cooldowns back to full resources Including Sora and his both of hisMP bars in Limit Form.
Other Info: This form is based on Sora's memories and abilities from KH1. As a result a lot of his skills are based on Limits found in said original game.
Spirit Bonuses
Discipline | Stat Pts | MOD |
STR | 14 | +2 |
DEX | 16 | +3 |
CON | 10/11 | +0 |
INT | 4 | -3 |
WIS | 6 | -2 |
CHA | 20 | +5 |
Master Form/Final Form
Appearance: Master Form:
Final Form:
Primary Attacks (3)
Attack/Auto-Assault: [DMG 8/18%] A series of basic slashes performed by Sora swinging both of his Keyblades. Sora performs either a Light or a Medium Melee Str Attack against a single foe.
While in Final Form, Sora's Keyblades instead act and move about on their own to perform attacks. Their movements controlled not by his body or mind, but by his Heart. Sora instead uses his Charisma for these attacks in Final Form.
Master Strike/Final Arcanum: [DMG 30%] A series of brutal slashes that end in a final, powerful X shaped slash. Sora performs a single Str Melee attack to a single foe.
If this attack is performed in Final Form, it gains a 50% chance to inflict Stunned if it hits at the cost of dealing 10% recoil to Sora.
(Cooldown: 3 turns)
Master Spiral/Final Strike: [DMG 16/20%] Sora leaps into the air before unleashing a powerful, spiraling strike at an opponent that aims to disable their movements in one way or another. Sora performs a single Str Melee attack to a single foe that inflicts Disabled to either their Str, Dex, Int, or Wis.
If this attack is performed in Final Form the damage is increased.
(Cooldown: 2 turns)
Special Attacks (3)
Master Form/ Final Form: While in Master Form, the power of Sora's Heart flourishes and comes to the forefront. Empowering both his magic and his physical abilities. Sora adds half of his Charisma mod (rounded up) to all rolls he makes, including attacks and dodge/saving throws.
However when Final Form is unleashed, Sora's heart radiates with intense light. Sora instead adds his full Charisma Mod to all rolls made on top of all damage he deals. In exchange the transformation lasts less time and he rerolls which transformation he receives the next time he uses Drive Form. Sora's MP Recharge is reduced to 1 turn if he engages it in Final form.
Master Magic/Final Magic: All three of these spells are performed as a single target Charisma attack that costs 15 MP to cast and Sora does not perform a Magic Finisher if he casts the same spell for three actions in a row. If Sora does not have enough MP to cast one of these spells, he can instead expend all of his remaining MP to cast one spell, with the status effect being removed.
However, if Sora is in Final Form and performs the same spell for all three actions in a row, Sora can perform a Magic Finisher for the third action which inflicts an additional 10 damage and guarantees the Status effect.
Firaga: Sora produces a series of fireballs which swiftly circle around him, striking at every enemy nearby, burning them with magical flames. 50% chance to inflict Burn [DMG 20%]
Blizzaga: Sora points his keyblade forward before firing a large spear of ice. Piercing and potentially freezing his foe. 50% chance to inflict Freeze [DMG 15%]
Thundaga: Sora points his keyblade to the heavens, calling down a bolt of powerful lightning which strikes and electrocutes his foe. 50% chance to inflict Paralysis [DMG 20%]
Disaster/Final Arts: [DMG 10/12% per Grind hit, 18/20% on Burst Attack] Sora begins spinning rapidly in the air. His Keyblades swirling about him as he channels the light of his heart into a powerful magnetic pull. One that sucks up all nearby enemies forcibly grinding them on the energy he produces while also slamming them with any loose objects he picks up. Sora performs an AOE Charisma attack on all enemies he sees, enemies hit by this attack are inflicted with a unique Status, Magnetized and take the Grind damage. Magnetized foes are drawn to a specific spot, making it difficult to escape, incurring a -2 penalty to all dodges and Melee based attacks. Also any attacks directed at a single Magnetized foe, are also performed on every other Magnetized foe. Turning any single targeting attack into an AOE attack with the same effects and damage.
While Sora has at least one foe Magnetized or is in the first turn of the attack, he can spend actions to perform additional Grind attacks equal to the number of actions spent that turn, and can even continue to Grind foes over the course of more than one turn provided Sora does not get hit by any attacks or he still has at least one enemy captured before the start of his next turn. Sora can also end this attack by performing one final Burst Attack on all enemies. Magnetized foes receive an additional -2 penalty to dodging this attack. Regardless of whether it ends by Sora getting hit or performing the burst, this attack then goes on Cooldown
If Sora is in Final Form, this attack gains a bonus to damage on both the repeated hits and the final Burst.
(Cooldown: 4 turns)
Final Smash (1)
Holy: [DMG 60/45%] Using the power of his heart, Sora expels an incredible Light which fires out and homes in on a single target. Blasting them with intense Holy Damage. If Sora is in Final Form. This attack becomes an AOE, where he targets up to 5 creatures he can see to attack with this move, dealing somewhat less damage in the process.
Spirit Bonuses
Discipline | Stat Pts | MOD |
STR | 20 | +5 |
DEX | 18 | +4 |
CON | 16/17 | +3 |
INT | 4 | -3 |
WIS | 10 | 0 |
CHA | 2 | -4 |
Anti Form
Appearance:
Primary Attacks (3)
Attack: [DMG 8/18%] A generic series of bunches and kicks, all powered by the Darkness currently coating Sora's body. These strikes are fast, brutal, and most importantly, ferocious. Performed as either a small series of Light attacks or a single Medium attack. Uses Strength.
Shadow Rush: [DMG 30%] Sora suddenly kicks off the air itself. Propelling him towards his opponent as he delivers a series of powerful strikes to them. A Heavy Melee Str attack.
(Cooldown: 3 turns)
Black Hurricane: [DMG 8%] Sora suddenly lunges at a target. The darkness forming a handle in the air for him to grab before suddenly spinning repeatedly in a circle. Kicking the foe multiple times in an attempt to daze them. Melee Str attack that 50% chance to inflict Stun.
Cannot be used more than once per turn.
Special Attacks (3)
Curse of Darkness: While in Anti-form, Sora's body is wracked with darkness. While he's able to control himself and prevent himself from attacking allies in this form, he cannot be helped or help them. Sora cannot end this form early, unless combat ends, Sora also cannot be healed or use items of any kind. He also cannot use his Bubble Shield
To make up for this, Sora adds his Con Modifier to his dodge rolls, as his improved body grants him unparalleled speed alongside unnatural defense.
Dark Explosion: [DMG 20%] Sora charges a ball of Darkness in his hands before causing it to explode. Sending a series of dark projectiles towards every target he can see. Sora performs an AOE Dex attack on all enemies in sight.
(Cooldown 2 turns)
Anti-glide: [DMG 20%] Can only be performed on an enemy that Sora successfully dodged the attack of. Sora rushes out of the way of an attack, his body leaving the ground as the power of Darkness carries him towards his foe for a sudden rush of attacks. If this attack connects, Sora inflicts Marked to the target until the start of his next turn. Sora adds his Dex mod to the damage of all attacks that he makes against a Marked foe.
(Cooldown: 3 turns)
Final Smash (1)
Expel the Darkness: [DMG 30%] Sora manages to grasp the Darkness trying to overtake his heart in this form before forcibly expelling it in a flash of bright, burning light. This attack is an AOE explosion that also also reverts Sora back to Anti-Form early and brings Drive Form off of Cooldown, Sora rerolls Anti-Form for the rest of this thread.
Other Info: Sora cannot speak in this form and his body takes on a more feral disposition.
Last Edit:
Apr 19, 2022 19:55:47 GMT -8 by alchefire