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 Dyne

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Dyne
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Dyne


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Join date : 2017-04-12

Dyne Empty
PostSubject: Dyne   Dyne EmptyWed Apr 12, 2017 5:01 pm

Dyne, the Stoic Samurai
Dyne 0WMzoAP
Dyne 0UNRxrv




General Information
Name: Dyne
Age: 17
Race: Human
Alignment: True Neutral





Command Deck
Abilities
1. Guard Plus: Knowing that a good defense is the best offense, Dyne tries to parry his opponents. Gives a 3% bonus to his base willpower when guarding at any time.
2. Dark Boost: Being touched by the dark leaves a permanent scar on the heart. He deals an extra 3% of his base potential in damage when using darkness based attacks.
3. Counterattack: The strong crush the weak, and those that fall victim to a riposte… With a high enough willpower to negate someone's attack or dodge it, Dyne is given a 5% bonus to his base potential for his next attack after avoiding his opponent’s attack.

Spells(Choose 3: Have the [SP Level ?] Tag, Can Only be [SP Level 1] at start)
1. [SP Level 1] Dark Explosion: An explosion of dark mass at an opponent’s feet, takes a moment to charge up. Will push the target if they move out of the way, or damage them and knock them into the air, dealing 35% potential damage.
2. [SP Level 1] Dark Spear: Dyne launches an large arrow-shaped mass from his hand, seeking out his target and passing through them to hit other targets. Deals 35% potential damage one target, 18% on the second, and 11% on the third.
3. [SP Level 1] Dark Orb: Dyne fires multiple slow moving orbs of darkness that home in toward his enemies, each dealing Potential depending on the amount fired. (For example: One for 35% potential, two for 17% potential, etc.)

Skills
1. [SK Level 1] Arcanum: Dyne launches a flurry of blows in a timely fashion, leaving now weakness for his opponent to capitalize on. Deals 35% Potential damage.
2. [SK Level 1] Critical Charge: Dyne gathers his energy than launches a crippling blow with all of his strength. Deals Potential damage depending on the amount of turns charged. Deals 35% potential when charging for one turn, 60% for two turns, etc.
3. [SK Level 1] Bushido: Dyne places his weapon at his hip and launches forward with great speed, pulling out his blade and striking through his target.

Signature Melee(Make 3, Just Flavor: Have the [ML ?] Tag, Can Only be [ML Untrained] at start)
1. Blank for now
2. Blank for now
3. Blank for now




Appearance:  Dyne wears a long black trench vest with a single white circle from top to bottom on the back, in the middle of the line a white circle acts as a meeting point for the line, on the left shoulder is a plate of metal and a grey wrist warmer on his left arm. He wears a pair of long black pants with red belts hanging in front of the knees and a pair of red sneaker shoes black in color with purple stripes and red shoe laces. He has long dark purple hair brushed back creating three spikes before flowing elegantly past his neck. One eye is a dull grey color while the other is golden yellow.

Backstory: The last thing that Dyne recalled as his world was consumed by a blackened darkness was the fear that ate away at him.
The next moment, with a flash of light, a strange man stood before him in an even stranger location. As Dyne's eyes adjusted to his new environment, he saw a stranger, who looked somehow out of place.
"When you have learned to do what is necessary, I will find you." Ignoring the confused look on Dyne's face, he spoke in an older, rusty voice. Just as Dyne opened his mouth to ask the first of countless questions the cloak-shaped figure spun around and walked through a door to nowhere that sealed behind him.
Dyne was left with nothing to satisfy his questions, except wonder.


Last edited by Dyne on Tue Apr 25, 2017 12:39 am; edited 2 times in total
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Turuski Drapurr
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Turuski Drapurr


Munny : 800
Posts : 24
Join date : 2016-05-14

Character Info
Potential: 850
Willpower: 850
Race: Toon

Dyne Empty
PostSubject: Re: Dyne   Dyne EmptyWed Apr 12, 2017 5:09 pm

"2. [SK Level 1] Critical Charge: Dyne gathers his energy than launches a crippling blow with all of his strength. Deals Potential damage depending on the amount of turns charged."

So is it just an SK you intend to charge whenever you use it, or were you creating an SK that does more damage when charged? Once that's clarified you'll be good to go aside from an optional Command Style.

https://kingdomkeys.rpg-board.net/t87-command-style-rules

I know it's not on the character app template yet but you can either choose one of those default Command Styles or save your slot for a custom one later~
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