Post by King Mickey on Aug 11, 2009 2:29:15 GMT -5
Munny Bag: Heroic Bilby
Shopping List
Ability Slot x 2 - Canon Discount = 300 Munny
Ability Upgrade x 7 - Canon Discount = 1050 Munny
Ability Upgrade x 1 = 300 Munny
Equip Slot x 3 = 600 Munny
5 Equips = 1750 Munny
Total: 4000 Munny
MM Miracle
A wave of shimmering, semi-transparent white energy flows from Mickey's being and engulfs the area ten meters from him in all directions, pushing hostile magics away as it does so, after the King raises his hand toward the sky while standing in one place. This light will remove any negative status effects from Mickey and his allies who are within the area while causing a one turn stun and confusion status to all hostiles it reaches. This effect makes afflicted enemies unable to take conscious action in their next turn. They would not fall over if hit while standing, but they would not be able to do any more than waver feebly in place. Hostiles will also receive a small amount of light-elemental damage if they are caught in the wave that is almost almost dismissible unless one is on their last legs or has a weakness to it, while allies will have any pain they are experiencing numbed to a smaller, manageable level for their next three turns. If a type of blocking or reflecting(Not dampening) magical defence that encompasses the entire body is used then enemies may guard themselves against the effects of MM Miracle.
Strength: Strong
Uses: Once every sixth turn at most.
Light Form
Whenever possible Mickey may abstain taking any offensive physical actions in a turn in order to charge power instead. When charging the King floats a little off the ground as sparks of white light surge around and into his body for a bare second or two, leaving him vulnerable unless he has friends or magic to protect himself. After enough charging is done King Mickey will transform into his enhanced Light Form. The only cosmetic change is that while in this Form Mickey's entire body is coated in a radiant golden aura that does not hinder his vision. While in the Light Form all of the King's natural basic traits(Strength, speed, stamina, endurance/resistance, vitality, senses & magic) are enhanced to five times their usual levels.
Strength: Strong
Uses: The King has an empty Drive Gauge at the start of battle. If Mickey can use a total of five turns to charge then his Drive Gauge will become full, instantly transforming him into his Light Form at the beginning of his next turn. The Drive Gauge will empty on his eleventh turn from the transformation.
Majesty
Though light takes more time to grow in a heart and grant strength than darkness its output can be just as potent, if not more. Mickey's incredibly small body is no weakness in battle when combined with intense conditioning and the boosting power of his light. Under the training of Master Yen Sid and with the power of the Keyblade Mickey has gained abilities in movement and agility of a truly majestic quality. The mouse can propel himself in the air using the force of his own slight movements or attacks, spinning and sweeping in a flurry of unpredictable blows without even touching a surface. With this the King has slippery, unpredictable movements in the air and expertise in his weapon to match. Of course Mickey cannot really fly, but by using his strikes to the opponent to knock his own light body around or by changing his momentum in the air with powerful swings he can "throw" himself about with expert precision nearly equaling flight and with barely any regard for the rules of physics or momentum. This ability also enhances the King's jumping ability, allowing him to reach up to thirty meters(Approx. 100 feet) in the air without additional momentum. Mickey's aerial movement speed is easily tripled by this power, making him a much more powerful combatant when he is off of his feet. The King's aerial thrusts and push him toward a target so quickly he blurs as he moves. Of course, enhancing the speed of a strike also allows them to deal considerably more damage in each individual blow. This is the ability of a Warrior.
Strength: Strong
Uses: Passive
Royal Guard
Utilizing the protective power of light King Mickey makes up for his small stature with surprising defence. The Keyblade Master can take quite a heavy beating even by a hulk's standards and keep going without any actual increase to his stamina or vitality capacity. Taking his size into consideration, all physical and magical damage dealt to the King is reduced by roughly 60%. The light's power will also often repel the King from what it is that harms him in order to add to his safety, which is made possible by his small, light body, and can also send a repelling force into what harms him as well to keep it from persisting if it is not too much heavier than the King himself(A mass over five times Mickey's would feel almost no effect from the repulse sent back at it). Because Royal Guard is the power of light darkness is weakened by an additional 20% when used against the King, 80% total. Though the defensive nature of this power is formidable, Mickey's small frame and body mass do not allot His Majesty as much natural stamina to fight with as a larger warrior would and he doesn't have quite as much health to protect with Royal Guard compared to the average-sized adult male human fighter. This is the ability of a Guardian.
Strength: Strong
Uses: Passive
Once More!
If an attack is received that would defeat the user(KO or Death) the wearer of this equip will instead be left with the minimum amount of health and strength remaining, enough to either run away or launch one last desperate attack. Activates automatically, cannot be used twice in one battle.
Warrior Sword
This equip gives a Warrior character two extra sets of Pulse Aura. Other character types will gain one set of Pulse Aura to use.
Dream Sword
This equip boosts the power of the Pulse Aura class ability, allowing it to break bones and knock people back ten feet. Its range is also increased to three meters. This boosted form of Pulse Aura can also shatter through enemy defences generated either by character/weapon abilities or even equips. The Guardian's Shell Aura can also be broken, but not if they are equipped with a Dream Shield. In exchange this equip enforces a period of three of your turns between each use of Pulse Aura. Warriors with a Dream Sword must only wait one of their turns between uses.
Dream Shield
This equip boosts the power of the Shell Aura class ability, allowing it to completely guard against even strong-level attacks. In exchange this equip enforces a period of three of your turns between each use of Shell Aura. Guardians with a Dream Shield must only wait one of their turns between uses.
Dream Rod
This equip boosts the power of the Life Aura class ability, allowing it to also end all cool down times and restore any consumed uses of within the target's ability set while also removing all harmful status effects caused by a character's ability or a Quest. In exchange this equip enforces a period of three of your turns between each use of Life Aura. Mystics with a Dream Rod must only wait one of their turns between uses. Life Aura still may not be used on the character themselves or any of the controlling player's other characters.
Code for entire abilities/items/equips section:
[u]Majesty[/u]
Though light takes more time to grow in a heart and grant strength than darkness its output can be just as potent, if not more. Mickey's incredibly small body is no weakness in battle when combined with intense conditioning and the boosting power of his light. Under the training of Master Yen Sid and with the power of the Keyblade Mickey has gained abilities in movement and agility of a truly majestic quality. The mouse can propel himself in the air using the force of his own slight movements or attacks, spinning and sweeping in a flurry of unpredictable blows without even touching a surface. With this the King has slippery, unpredictable movements in the air and expertise in his weapon to match. Of course Mickey cannot really fly, but by using his strikes to the opponent to knock his own light body around or by changing his momentum in the air with powerful swings he can "throw" himself about with expert precision nearly equaling flight and with barely any regard for the rules of physics or momentum. This ability also enhances the King's jumping ability, allowing him to reach up to thirty meters(Approx. 100 feet) in the air without additional momentum. Mickey's aerial movement speed is easily tripled by this power, making him a much more powerful combatant when he is off of his feet. The King's aerial thrusts and push him toward a target so quickly he blurs as he moves. Of course, enhancing the speed of a strike also allows them to deal considerably more damage in each individual blow. This is the ability of a Warrior.
[i]Strength[/i]: Strong
[i]Uses[/i]: Passive
[u]Royal Guard[/u]
Utilizing the protective power of light King Mickey makes up for his small stature with surprising defence. The Keyblade Master can take quite a heavy beating even by a hulk's standards and keep going without any actual increase to his stamina or vitality capacity. Taking his size into consideration, all physical and magical damage dealt to the King is reduced by roughly 60%. The light's power will also often repel the King from what it is that harms him in order to add to his safety, which is made possible by his small, light body, and can also send a repelling force into what harms him as well to keep it from persisting if it is not too much heavier than the King himself(A mass over five times Mickey's would feel almost no effect from the repulse sent back at it). Because Royal Guard is the power of light darkness is weakened by an additional 20% when used against the King, 80% total. Though the defensive nature of this power is formidable, Mickey's small frame and body mass do not allot His Majesty as much natural stamina to fight with as a larger warrior would and he doesn't have quite as much health to protect with Royal Guard compared to the average-sized adult male human fighter This is the ability of a Guardian.
[i]Strength[/i]: Strong
[i]Uses[/i]: Passive
[u]Pearl[/u]
Focusing the power of his heart and his Keyblade, Mickey fires out a spherical shot of light about the size of his head. This shining projectile can last for three rounds of battle, during which time it flies around at running speed homing in on one of the King's enemies. As an attack Pearl has the ability to pass through physical things, though in the case of a person's body its speed reduces while pushing through to prolong the attacking time(The remainder of the target character's turn). When it hits a target it flows through them, pulsing light energy throughout their body from the inside to maximize damage. Understandably, this effectively cripples the character's ability to move or act during Pearl's attack, much akin to electrocution, effectively ending their turn in most cases upon the moment it makes contact. After its three round are up or if it fully passes through a target the holy spell Pearl fades from the field. It is possible for Mickey to cut the size of a Pearl in half and remove its homing ability in order to fire many of them at a time. These smaller Pearls will still pulse light through an enemy's body if they connect but they will not stay and paralyze a character for the rest of their turn unless they are constantly being fired in. These lesser Pearls would have the attacking strength of a max-power Weak ability. This is the ability of a Mystic.
[i]Strength:[/i] Strong
[i]Uses:[/i] [b]Full power:[/b] 10 uses per battle, 1 use a time. [b]Weakened:[/b] Unlimited
[u]MM Miracle[/u]
A wave of shimmering, semi-transparent white energy flows from Mickey's being and engulfs the area ten meters from him in all directions, pushing hostile magics away as it does so, after the King raises his hand toward the sky while standing in one place. This light will remove any negative status effects from Mickey and his allies who are within the area while causing a one turn stun and confusion status to all hostiles it reaches. This effect makes afflicted enemies unable to take conscious action in their next turn. They would not fall over if hit while standing, but they would not be able to do any more than waver feebly in place. Hostiles will also receive a small amount of light-elemental damage if they are caught in the wave that is almost almost dismissible unless one is on their last legs or has a weakness to it, while allies will have any pain they are experiencing numbed to a smaller, manageable level for their next three turns. If a type of blocking or reflecting(Not dampening) magical defence that encompasses the entire body is used then enemies may guard themselves against the effects of MM Miracle.
[i]Strength[/i]: Strong
[i]Uses[/i]: Once every sixth turn at most.
[u]Light Form[/u]
Whenever possible Mickey may abstain taking any offensive physical actions in a turn in order to charge power instead. When charging the King floats a little off the ground as sparks of white light surge around and into his body for a bare second or two, leaving him vulnerable unless he has friends or magic to protect himself. After enough charging is done King Mickey will transform into his enhanced Light Form. The only cosmetic change is that while in this Form Mickey's entire body is coated in a radiant golden aura that does not hinder his vision. While in the Light Form all of the King's natural basic traits(Strength, speed, stamina, endurance/resistance, vitality, senses & magic) are enhanced to five times their usual levels.
[i]Strength[/i]: Strong
[i]Uses[/i]: The King has an empty Drive Gauge at the start of battle. If Mickey can use a total of five turns to charge then his Drive Gauge will become full, instantly transforming him into his Light Form at the beginning of his next turn. The Drive Gauge will empty on his eleventh turn from the transformation.
[u]Items[/u]
[b]1.[/b]
[b]2.[/b]
[u]Equips[/u]
[b]1.[/b] [b]Once More![/b]
If an attack is received that would defeat the user(KO or Death) the wearer of this equip will instead be left with the minimum amount of health and strength remaining, enough to either run away or launch one last desperate attack. Activates automatically, cannot be used twice in one battle.
[b]2.[/b] [b]Warrior Sword[/b]
This equip gives a Warrior character two extra sets of Pulse Aura. Other character types will gain one set of Pulse Aura to use.
[b]3.[/b] [b]Dream Sword[/b]
This equip boosts the power of the Pulse Aura class ability, allowing it to break bones and knock people back ten feet. Its range is also increased to three meters. This boosted form of Pulse Aura can also shatter through enemy defences generated either by character/weapon abilities or even equips. The Guardian's Shell Aura can also be broken, but not if they are equipped with a Dream Shield. In exchange this equip enforces a period of three of your turns between each use of Pulse Aura. Warriors with a Dream Sword must only wait one of their turns between uses.
[b]4.[/b] [b]Dream Shield[/b]
This equip boosts the power of the Shell Aura class ability, allowing it to completely guard against even strong-level attacks. In exchange this equip enforces a period of three of your turns between each use of Shell Aura. Guardians with a Dream Shield must only wait one of their turns between uses.
[b]5.[/b] [b]Dream Rod[/b]
This equip boosts the power of the Life Aura class ability, allowing it to also end all cool down times and restore any consumed uses of within the target's ability set while also removing all harmful status effects caused by a character's ability or a Quest. In exchange this equip enforces a period of three of your turns between each use of Life Aura. Mystics with a Dream Rod must only wait one of their turns between uses. Life Aura still may not be used on the character themselves or any of the controlling player's other characters.
[b]6.[/b] [b]Reflect[/b]
When activated magic abilities targeted against the user are reflected back at the opponent with equal speed and strength. Does not affect ordinary physical or weapon attacks(Magical weapon attacks will still be affected). The user can not move when activated. Three uses per battle, lasts 1 post.
FREE STUFF
The Heart Slots in Mickey's Keyblade Master section have never been filled in. Here they are:
Heart Abilities ~ :
Splash
The character points in a direction with the Keyblade. A burst of water five feet high and five feet in circumference will erupt from a spot on the environment that the Keyblade points. The mass will quickly sink away when it hits the surface again.
Strength: Weak
Uses: 10 uses per battle.
Stone
The character points in a direction with the Keyblade. A chunk of craggy brown rock five feet high and five feet in circumference will erupt from a spot on the environment that the Keyblade points. The earth quickly erodes away into dust and disappears afterward.
Strength: Weak
Uses: 10 uses per battle.
Gust
The character points in a direction with the Keyblade. A swirl of harsh wind five feet high and five feet in circumference will erupt from a spot on the environment that the Keyblade points. The air quickly settles back down to normal after the initial attack.
Strength: Weak
Uses: 10 uses per battle.
Bright and Shining Star
The Keyblade begins to shine with an illuminating white light as it spins around in the air on its own, eventually looking like a miniature star as it reaches top rotational speed beyond the eye's ability to discern it. In this state the weapon spins a little faster than five-hundred RPM and emits an area of light energy five meters around it in all directions that will harm those susceptible. The Keyblade's physical attacking power is enhanced by the spinning and the light energy. It gains the ability to move at high speed through the air at its master's will, not limited to any range but Mickey's physical perception of the weapon.
Strength: Moderate
Uses: Lasts up to five turns in a row. Can not be used again for a number of turns equal to the number that it was in use plus two.
Heart Surge
The Keyblade's blade will glow with an intense golden yellow aura. If a physical attack is performed with the weapon in this state then it will be at three times the user's normal attacking speed and it will strike with such inner power that the very air itself will be rent with a pure white streak across the main point of its attack. If this attack hist anything then there will result a forceful explosion of golden light, four meters in diameter, dealing strong-level non-elemental magic damage in addition to the Keyblade's physical power being multiplied by ten for that one blow. If the Heart Surge attack comes into contact with any sort of barrier or shield, physical or supernatural, then it will be either shattered or blown away. For constant and passive barriers they will be restored to the user after the attack.
Strength: Strong
Uses: The initial golden aura lasts for one turn. If a blow is successfully landed on the body or form of a hostile target by the blade and not just the explosion of energy with its attack in that round then the Heart Surge is retained into the next turn as well. This chain can be maintained for up to 5 consecutive attacks so long as none of its slashes miss or only deal damage by breaking a guard rather than hitting cleanly. The ability can not be used again for three turns after it ends.
(When approved, please remove the listing of the "Boost Heart Slot" from the list in that section as well since it is no longer a real option.)
[u]Splash[/u]
The character points in a direction with the Keyblade. A burst of water five feet high and five feet in circumference will erupt from a spot on the environment that the Keyblade points. The mass will quickly sink away when it hits the surface again.
[i]Strength[/i]: Weak
[i]Uses[/i]: 10 uses per battle.
[u]Stone[/u]
The character points in a direction with the Keyblade. A chunk of craggy brown rock five feet high and five feet in circumference will erupt from a spot on the environment that the Keyblade points. The earth quickly erodes away into dust and disappears afterward.
[i]Strength[/i]: Weak
[i]Uses[/i]: 10 uses per battle.
[u]Gust[/u]
The character points in a direction with the Keyblade. A swirl of harsh wind five feet high and five feet in circumference will erupt from a spot on the environment that the Keyblade points. The air quickly settles back down to normal after the initial attack.
[i]Strength[/i]: Weak
[i]Uses[/i]: 10 uses per battle.
[u]Bright and Shining Star[/u]
The Keyblade begins to shine with an illuminating white light as it spins around in the air on its own, eventually looking like a miniature star as it reaches top rotational speed beyond the eye's ability to discern it. In this state the weapon spins a little faster than five-hundred RPM and emits an area of light energy five meters around it in all directions that will harm those susceptible. The Keyblade's physical attacking power is enhanced by the spinning and the light energy. It gains the ability to move at high speed through the air at its master's will, not limited to any range but Mickey's physical perception of the weapon.
[i]Strength[/i]: Moderate
[i]Uses[/i]: Lasts up to five turns in a row. Can not be used again for a number of turns equal to the number that it was in use plus two.
[u]Heart Surge[/u]
The Keyblade's blade will glow with an intense golden yellow aura. If a physical attack is performed with the weapon in this state then it will be at three times the user's normal attacking speed and it will strike with such inner power that the very air itself will be rent with a pure white streak across the main point of its attack. If this attack hist anything then there will result a forceful explosion of golden light, four meters in diameter, dealing strong-level non-elemental magic damage in addition to the Keyblade's physical power being multiplied by ten for that one blow. If the Heart Surge attack comes into contact with any sort of barrier or shield, physical or supernatural, then it will be either shattered or blown away. For constant and passive barriers they will be restored to the user after the attack.
[i]Strength[/i]: Strong
[i]Uses[/i]: The initial golden aura lasts for one turn. If a blow is successfully landed on the body or form of a hostile target by the blade and not just the explosion of energy with its attack in that round then the Heart Surge is retained into the next turn as well. This chain can be maintained for up to 5 consecutive attacks so long as none of its slashes miss or only deal damage by breaking a guard rather than hitting cleanly. The ability can not be used again for three turns after it ends.