Welcome to Kingdom Hearts: World Destiny! We are an AU Kingdom Hearts RP with no word count. World Destiny's story takes place post Dream Drop Distance, at which point we make considerable steps in our own story direction. Feel free to check out the Plot link to find out more!
All guests are welcome to drop in and say hi!
Nightfall: Chapter 2
Two years after the events of Dream Drop Distance, the Darkness became so great that it swallowed the worlds, locking them away within its merciless abyss.
Twilight Town, now covered in eternal night, stands as one of last Sanctuaries of Light. It is where players begin their journey.
Ever resourceful, the Moogles have created a safe place for refugees. They have charged the Denizens of Light with finding Castle Oblivion: it holds a key to the puzzle of the lost worlds.
But within the dark shadows of the sanctuary world a powerful dark force still looms, waiting to strike. Each survivor must choose whether to go to Castle Oblivion or stay behind to protect the world from the dragon that lurks in the shadows.
Post by Jason Arilani on Mar 4, 2008 17:14:41 GMT -4
Name: Feral Zarish Nickname(optional): Jason Arilani
Age: Technically he is over 1000, but he appears 20
Species: He is a Nobody, but often denies it, not liking the fact that he is.
Powers: Powers of Darkness: Typical powers that Nobodies and Heartless have (Pretty much can warp himself around throughout the worlds)
Studies in magic: He is constantly trying to learn new spells. He currently knows Fire, Aerora, Thundaga, Stop, and Cura.
Mind reading: He is also working on training his mind to read the minds of others, though it isnt perfected yet. He can only read a mind for 5 minutes, and then he feels somewhat weak after.
Weapon: Jason has two weapons, though only one can be used to attack. The other is for spells. The attacking weapon is a long, metal staff that is colored silver with black writing on it. The writing is from his period of time, so no one of this day in age can read the ancient script. Each line of writing is a chant. And there are two sets. One for attack, one for support. With his mind, he can change the set of spells. He runs his hand down the line of writing and then says it aloud as he does. When he does this, the spell is activated. Most of his spells revolve around light or lightning based attacks. His second is a crystal ball. It can show him what has happened in the past, and what is happening at that time. He uses it to see where he should be. It also acts as a Medium for his magic attacks.
Bueno Volcano: Ice Cream that offers "Firestorm" (One time use, 4 posts)
Guado Glories: A charm that offers 6 posts of Haste and Water Magic, reusable in each thread.
Appearance: Jason is one who stands out in a croud. Pretty much everything on him except his skin is silver. Silver hair, eyes, shirt, pants, weapon, shoes, even his long trenchcoat. His skin color is very light, and the only part that isnt silver, is the two black gloves on his hands. No one knows what is under them, except for him. His hair is long, and goes down to about half way down his back. It is very smooth and soft, despite all of his travels. Everything he wears is also smooth and appears like silk, often shining in the sun. His shirt is simple, smooth shirt with a collar. His pants are plain silver slacks. And his shoes appear as smooth dress shoes, also silver. His trenchcoat is incredibly long, reaching to a point around his ankles, incredibly smooth, and is always open. Many pockets line the inside of his trenchcoat for storage.
Personality: Jason may act like a know-it-all, but that is because he knows most things. He keeps plenty of knowledge in his head. Jason's personality is that of good and pure. He does have some evil in him, in the form of what Feral used to be. But he keeps it supressed somehow. He goes about, aiding others, as more of a job. His ultimate goal, that he hopes that helping people will allow him to achieve, is that he will be able to become a human once more and finally return to his home of Radiant Garden.
History/Background: Jason Arilani was not always known by that name. He used to be known by the name of Feral Zarish. Feral was a scientist living in Radiant Garden over 1000 years ago. He was doing research on the heart, and wanted to find a way to take a heartless and their corresponding nobody and put them back together to form a human. Several of his experiments turned out to be utter failure. As he got more skilled in doing so, it became slightly easier, and he could finally make observations and notes about changes he could make.
One day, he was so close to a success that he tried a fourth experiment in one day. He wasn't supposed to as the machine's limit was 3 per day. But he was daring. Somehow, it worked! The heartless and nobody fused correctly, but then... something went wrong. A zap from the machine caused Feral, after much pain, to split into a heartless and a nobody. The heartless, Sairo, ran off somewhere, while the nobody, Jason, who retained the majority of Feral, screamed, asking somebody, anybody, to change him back. He even ripped the symbols of the nobody off of his hands several times before realizing it was useless.
Running around the worlds, Jason found out that there was little he could do to become a human again, at least at this point in time. He had caused too many people pain. He knew he would not be able to become human again until he had repented for his sins ten-fold, at least. And so for the next 1000 years, that was exactly what Jason decided to do. 300 years into this quest, he met with one known as Suntious. He called himself the creator of keychains and the overseer of the worlds. He could see how much Jason wanted to help others, and gave him a crystal ball. He said that it would help him with his task, but that it was to never touch the ground.
With the crystal ball, Jason could see where he was most needed at that time, and he would go there, looking for someone to help out. The one thing Jason did keep track of was the names of every single person he had helped out. This, he felt, was for the best, especially since he also had the names of everyone he hurt while still Feral memorized as well.
He soon gained an interest in watching Sora, a keyblade weilder from Destiny Islands. Jason watched him through his crystal ball as he battled the heartless and nobodies. After spending some time watching him, Jason realized that he would have to get back to helping people. On a visit to Twilight Town, Jason helped a man known as Gozo learn how to better control his hypnotic powers. He then soon made his way to Radiant Garden, his home. Unfortunately, he realized that he was unable to visit there ever again, until he was a human, because they installed a defense mechanism on the world that attacked heartless and nobodies. Good for the world, bad for Jason.
Leaving, the one known as Rook as his partner, Jason arrived in Traverse Town. Working with Rook against his fears and better controlling his own powers against the heartless, Jason and Rook soon parted ways. Jason made his way to Port Royal where he met up with Fearon and Alael. Alael was impatient and wanted to get his sister back, no matter what. So Fearon aided in this since she was on Radiant Garden, and Jason was incapable of going into the town.
Once that quest was over, Jason made his way to Olympus where he met with his partner, Rook, once more. After a discussion involving Jason's crystal ball, the two made their way to Destiny Islands to find out what was ailing King Mickey. And that is where the story currently lies...
Post by Jason Arilani on Dec 7, 2010 0:12:00 GMT -4
Name: Arlan Ashteran Nickname(optional): AA
Power(s):Magic: Cura is the only magic spell he has. Summoning – Arlan can summon a wolf to his side at any time. The two completely understand each other, but others don’t understand the wolf, Tilanis. During the time that he is not with Arlan, the spirit of Tilanis is kept in a card in his pocket. Picture of Tilanis The Luck of the Draw – The simple act of drawing a card. Arlan's power only allows him to draw one card at a time, and he must activate the card, use the ability, and go through the entire length of the ability before activating another card. The only exception is for his pocket cards. Card Control – Just because the cards have abilities of their own doesn’t mean they can’t be used for other means. He can also control the actual card. With this ability, he also can draw new symbols on the cards through use of his ring, though it takes time to do, and as such, cannot be done in battle without leaving him wide open.
Weapons: A deck of fifty two cards, held in a card holster on his arm. It’s a mechanical holster that keeps track of the cards and prevents them from falling out when pointed down. The card’s abilities and symbols are listed under Card abilities (See below). Actual deck will be made and posted in the first post of every thread. Dice roll will be made to show which card is used. There are 3 other cards not in the card holster that remain in his pocket at all times (Kali Princia, Transmutation, and Teleportation). One large card is on his back, utilizing his final limit (Shown below). Each card has This for the back of the card. [NOTE: Magic circles done by Xyee of Deviantart And permission has been granted by Xyee to use all of these pictures] Card Abilities: Each card of Arlan’s has a specific power that it can do. These powers are listed below.
Fire – [Picture of Card Face] The fire card allows for the manipulation of fire for two rounds. When activated, the fire symbol lights up, then the card ignites. The fire grows and Arlan takes control of it and any fire around him not currently being controlled by another. He may continue to control it for two rounds, at which point the fire dissipates. [NOTE: Six cards in the deck at any given time]
Ice – [Picture of Card Face] The ice card allows for the manipulation of ice for two rounds. When activated the ice symbol lights up, then the card freezes, breaking into tiny shards of ice. Arlan then takes control of it and any ice around him not currently being controlled by another. He may continue to control it for two rounds, at which point the ice melts, the water disappearing. [NOTE: Six cards in the deck at any given time]
Thunder – [Picture of Card Face] The thunder card allows for the manipulation of lightning and for two rounds. When activated, the thunder symbol lights up, then the card explodes into several lightning bolts. Arlan then takes control of it and any lightning around him not currently being controlled by another. He may continue to control it for two rounds, at which point the lightning disappears. [NOTE: Six cards in the deck at any given time]
Energy – [Picture of Card Face] The energy card allows for a purple ball of energy to be manipulated for two rounds. When activated, the energy symbol lights up, then the card itself turns into a ball of energy. Arlan may control it as he wishes, even splitting it up into multiple balls, or forming specific shapes out of it. He may continue to control it for two rounds, at which point the energy disappears. [NOTE: Five cards in the deck at any given time]
Unholy – [Picture of Card Face] The unholy card allows for a ball of dark energy to be manipulated for two rounds. When activated, the unholy symbol lights up, then the card itself turns into a black ball of dark energy. Arlan may control it as he wishes, even splitting it up into multiple balls, or forming specific shapes out of it. He may continue to control it for two rounds, at which point the dark energy disappears. (Effective against creatures of light, not as effective against creatures of darkness) [NOTE: Five cards in the deck at any given time]
Holy – [Picture of Card Face] The holy card allows for a ball of light energy to be manipulated for two rounds. When activated, the holy symbol lights up, then the card itself turns into a white ball of light energy. Arlan may control it as he wishes, even splitting it up into multiple balls, or forming specific shapes out of it. He may continue to control it for two rounds, at which point the light energy disappears. (Effective against creatures of darkness, not as effective against creatures of light) [NOTE: Five cards in the deck at any given time]
Necromancy – [Picture of Card Face] The necromancy card allows for the revival of a fallen ally (or foe if wanted) or for the raising of undead skeletons. When activated, the Necromancy symbol lights up. If used to revive someone, Arlan must kneel next to the person to be revived, and hold the card on their chest, and focus his own energy into the card. This leaves him very vulnerable. When the person is revived, they are only at half strength until they sleep. If attacked while using the card, the card simply disappears, and another one must be drawn in order to revive someone. If used to raise the undead, it merely is thrown into the air to come back down. Upon hitting the ground, it raises 5 undead skeletons that remain “alive” until destroyed.[NOTE: Three cards in the deck at any given time]
Illusion – [Picture of Card Face] The illusion card creates copies of both Arlan and Tilanis (If he is on the field). When activated, the symbol lights up and 4 copies of each are summoned. They each move as they wish to do and may strike. However, the Arlan copies cannot use the card effects. They can only control the cards, or use the cards that are in Arlan’s pocket (Transmutation, Kali Princia, or Teleportation). If they are hit, the one hit disappears. If the real Arlan or Tilanis are hit, all copies of that person/wolf disappear. [NOTE: Three cards in the deck at any given time]
Conjuration – [Picture of Card Face] The conjuration card summons up two elemental dragons. When activated, the symbol lights up and a wheel with four colors appears in mid-air (Red, blue, yellow, green). With the command “Spin”, the wheel starts spinning rapidly and will eventually slow down. The color it stops on determines the element. Red is fire and lava, Blue is water and ice, Yellow is lightning and air, and Green is Earth and Plants. They will last for 2 rounds or until destroyed. [NOTE: Three cards in the deck at any given time]
Divination – [Picture of Card Face] The divination card allows for either the seeing of one’s future or allowing for a future blast to be initiated. When activated, the symbol lights up. If used to see Arlan’s future, the symbol is then faced toward Arlan, showing him a glimpse of his possible future, though it is possible to be wrong, and has no impact on the opponent. The future shown is post-battle, not showing him an attack he uses or an attack used on him. If used for another, the symbol is faced toward another. If used for Future blast, the card is thrown forward, creating a portal to the future. Energy launches from the portal edges, swirls around and goes into the portal. Two rounds later, the portal will reopen and release the energy toward the person in a homing blast. [NOTE: Three cards in the deck at any given time]
Abjuration – [Picture of Card Face] The abjuration card allows for the negation and disabling of one ability. When activated, the symbol lights up, and the card face spins around rapidly. If it is aimed toward the opponent and a current ability is being used, it will immediately negate and be disabled for two rounds. If one is not being used, a random ability of theirs will be disabled for two rounds (Chosen by dice roll). After two rounds, the ability may be used once more. However, it may face toward Arlan and will disable one of his cards abilities (As in, ALL Fire cards remaining in the deck, or all Holy Cards)[NOTE: Three cards in the deck at any given time]
Enchantment – [Picture of Card Face] The enchantment card will either enchant Arlan’s sword, Tilanis, or both with the power of fire and lava, water and ice, lightning and wind, or earth and plants. When activated, the symbol will light up and two wheels will appear. One will have 4 colors (Red, Blue, Yellow, and Green) and the other will depend on if Tilanis had been summoned and/or the transmutation card had been used. If both were completed, the second wheel will appear. If only one had, then it will only go to the active one. Both will spin. The colored wheel will determine what element would be enchanted. The other wheel will have a picture of the sword, Tilanis, and both and will determine what will get enchanted. The enchantment lasts for three rounds. (Roll will be done with two Arlan swords, two Tilanis heads, and one of both) [NOTE: Three cards in the deck at any given time]
Evocation – [Picture of Card Face] The evocation is one of the more powerful cards, evoking the wrath of one of the four elemental gods (Fire/Lava, Water/Ice, Lightning/Wind, Earth/Plants). When activated, the symbol lights up and the card is thrown into the air. Once landed on the ground, a wheel will appear with four colors (Red, Blue, Yellow, Green). The color that it lands on will determine the god that is chosen. The god will remain on the battle field for two rounds, unless (Miraculously) destroyed. After two rounds, the god will disappear, releasing one final blast toward the opponent with the element it represents. This card, however, has two main drawbacks. The first is that it has a 50-50 chance of working (Shown with Dice Roll). If it doesn't work, then the card disappears. And the second, whether the card works or not, Arlan cannot draw any more cards for two rounds either after the God disappears, or after the card disappears if it didn't work.[NOTE: One card in the deck at any given time]
Kali Princia – [Picture of Card Face] The Kali Princia card allows for the ability of flight for both Tilanis and Arlan. It has no set time to dissipate and will last until Arlan releases it. It is one that remains in his pocket unless used. Once activated, the symbol lights up, and the card splits into two, one half to Tilanis and one half to Arlan. The card halves then turn into wings on the back of both of them, allowing them to fly. [NOTE: Not in deck]
Transmutation – [Picture of Card Face] The transmutation card summons up a special sword for Arlan to use. It has no set time to dissipate and will last until Arlan releases it, or until it is broken. It is one that remains in his pocket until used. Once activated, the symbol lights up and the card is thrown to the ground in front of him. The sword then launches out of the card, the card returning to Arlan’s pocket. [Picture of Sword] [NOTE: Not in deck]
Teleportation - [Picture of Card Face (Yes, it is the card’s back on both sides)] The teleportation card allows for Arlan to teleport to other worlds or to another area in the current world. It is one that remains in his pocket until used. Once activated, the symbol lights up. At that point, Arlan may state where to teleport (Either to another spot in the world or a different world, but he must have already been to the place). He can be as specific or general as he wants. He may also state “Surprise me” and be teleported to a random world. Once used, it returns to his pocket, allowing him to roam once more. This card cannot be used in battle.[NOTE: Not in deck]
Final Limit (Final Luck) - [Picture of Card Face] This is not one of the cards in Arlan’s deck and is instead a large card on his back. Once the face of the card appears, he may used the limit at any time until used. He lifts it from his back and says “Final Luck”. The card is then tossed high into the air, much like a coin, and lands on the ground. Then it depends on the side. If the back is face up, Arlan says “Final Dragon”, then a large dragon appears, able to use one of the four previous mentioned elements (Shown through Dice roll), and lasts for two turns. If the face is up, Arlan says “Final Draw”, then all card effects (With the exception of those in his pocket) are activated, each doing as it says. It will rise into the air and split into 9 different cards. 8 of them have the symbols of the some of the other cards, and all are activated simultaneously. The cards that are used are Fire, Ice, Thunder, Holy, Unholy, Energy, Enchantment, and Illusion. The ninth card is randomized, shown to Arlan just before returning to his deck to restore a card. This is the only way he may have two evocation cards in his deck. Once all card effects have been completed, then the large card returns to Arlan’s back. It is the only one (Aside from those that remain in his pocket) That does not need to be re-written after use.
Appearance: Arlan is a little bit shorter then normal people his age. Standing at about 5’ 1” and 143 pounds, Arlan has medium-length white hair, with a small amount that hangs in front of his face, whereas the rest of his hair sticks up and behind him. His eyes are a bluish-green color and his skin color is white with a very slight tan to it. He wears black jeans and a white, button up shirt. The shirt, however, usually isn’t button up more toward the top. He also wears a black jacket and a golden bandana around his neck. On his left hand is a ring that appears to be a plus sign of sorts, though more rounded. It is this ring that allows him to make the cards he uses. On his left wrist, he also has a card holster, holding up to 52 cards in it at any given time.
Personality: Arlan tries to be as neutral as he can, though has a tendency to slip more toward the dark side of things. He believes that luck is the only true power in this world. He believes that Luck is the only thing that can be truly neutral as it does not favor sides. It is completely random, even if it seems to favor one side over the other. He doesn’t make many friends so as to remain influenced in the neutral ways, but if someone believes in the same thing he does, he would probably become their friend in a heartbeat. The only one he considers a friend is his wolf, Tilanis (Explained in the history).
The one thing that Arlan does like to do is fight. Fighting is what makes Arlan stronger, and it allows him to continue to work on his skills with the cards. He doesn’t usually say much, and hardly ever gives his actual name to others, calling himself “AA” instead. While not following a path of true neutrality, he does try to follow the path of neutrality as much as he can. If he ever sways too much to one side, Tilanis is there to put him back on the path he wants to walk. If he followed the path of neutrality, then Arlan believes he will find the secret to restoring his friend back to his true form. But falling off the path can just be too inviting and fun to do sometimes.
One of Arlan's greatest Dislikes is people who feel they can tell him what to do. By definition of adult, he is technically not one, but Arlan believes that he and Tilanis have seen more in their lifetime then most people ever do, so he hates people who treat him like a child, even though he somewhat looks like one. He feels that he has been able to take care of himself this long and he doesn't need anyone else to help him, except for Tilanis who has been through the majority of it with him. Tilanis is the only one who is able to control Arlan's potential evil tendencies.
Original World: Traverse Town Current Residing World: Radiant Garden History/Background: Arlan Ashteran was born on July 1st, 17 years ago from the current date. It was thought to be a special birth, as do all that were born on July 1st, because it is the middle day of the year. They weren’t sure quite how special that day would mean, but they felt that it was a special and significant day. And through his life, Arlan realized just how special it was.
It was at the age of 6 that Arlan managed to have his life start falling in a downward spiral. Through the burning of their house, while Arlan was at school, his parents both died as the roof collapsed on them. He got home to see ambulances and fire trucks to put out the fire and was even the one who had to identify the bodies. He immediately left that area, stowing away on a Gummi Ship and being taken to another world.
The world he was taken to was Radiant Garden, a town similar to Traverse Town. It was there that met someone, named Tilanis Landaryu, who had had something similar happen to him. The two became best friends, even being of the same age. They had eventually made plans to travel the worlds using a Gummi Ship that Tilanis' parents had left behind. They figured it would be a way to get closer and figured they would enjoy it that much more.
At the age of 13, the two left Radiant Garden to see other worlds. During their travels, they ended up on the Pride Lands. There, Tilanis became a wolf while Arlan became a Bird. They worked together, keeping an eye out for each other as they learned what it was like to be an animal. They both loved it and thought of staying there, but one night, it seemed that everything went downhill for both of them again.
Someone else had come there and challenged the two to a fight. They fought but were unable to beat the witch. She taught them of luck and said that one of them would be lucky, while the other would not. She flipped a coin that had each of their faces on one side. The coin landed with Tilanis’ face showing. She pointed her finger at Tilanis and launched some magic at him. She then said that Tilanis was now cursed to live his life as a wolf forever. Arlan said that nothing was forever, and the witch said that the day they found a way to reverse would be the day she would meet them again, and then she disappeared.
Arlan took Tilanis, now very tired, and left the world, back to Radiant Garden. What the witch said was true… Tilanis was still a wolf, while Arlan was back to being a human. He then decided to follow the witch in a path of luck, stating that it was luck that got them into it, and it would be luck that would get them out. He researched several different things and learned how to draw strange symbols on cards, as well as how to control them.
He practiced with Tilanis until he felt he was ready. He was now 16 years old. He had one more ability that he needed to learn. He didn’t want Tilanis walking alongside him as he wandered the worlds, and as a result, scaring anyone they walked by. He learned how to summon and de-summon Tilanis at will by sealing him within a card by Tilanis' suggestion. He apologized to his long time friend for this, having realized that he could understand him even though he was in a wolf form. To everyone else, it was howls, grunts, and other such animal noises. But Arlan understood him as if he were speaking plain English.
He is now 17 years old. Tilanis rested in between battles, coming out when called upon. As for Arlan, he learned how to control his cards, both with their abilities and actually controlling the cards themselves. The witch used a coin, but the cards would give the amount of luck that he needed to find a way to restore Tilanis back to his original form. He didn’t care how long it took. He just wanted to see his old friend’s face once more.
Role Playing Sample: See any of my characters xD
Questions/Comments/Suggestions? Okay, first off.... LONG PROFILE!!!!! Okay, now that that is out of the way, I know that this may seem to be kind of overpowered, but I will never make it as such. I have already found things that I will use. There is a site that will make the amount of cards into a specific list, and then a dice roller will be used to determine the card chosen from the list. Feel free to monitor me on the playing of this character if you feel I will be unfair, but I assure you that I will not. All decks will be posted in my first post in a thread so others can see it. Each dice roll will be done in the post needed. The only time I will choose a card is when using Unfair Draw. If it doesn't get accepted because it is deemed overpowered, then okay. I understand. But I hope you don't believe it is and give it a shot.
Name: Tilanis Nickname(optional): N/A Age: 17 Gender: Male Species: Current: Wolf, Originally a Human Power(s): Tilanis doesn’t have too many powers at the moment. He merely uses brute force and his wolf instincts to face opponents that Arlan is fighting. He didn’t work with Arlan in developing powers, but instead worked on increasing his speed and strength. When he was still a human, Tilanis specialized in wind based techniques, but he hasn’t yet figured out how to use them as a wolf. Picture(optional):[Picture] Appearance: Currently, Tilanis is a black and white wolf. It is a strange mix of colors, but fits what he used to look like as a human. He has a long and bushy mane, as well as a long and bushy tail. In terms of specific colors, his paws up to about halfway up his legs are black, his main hair color is gray, his mane is made of two white stripes on the outer edges with a black stripe down the middle which continues down to his nose, and his eyes are red.
He originally looked like an average 13 year old before become a wolf, and commonly wore white clothes, with long black hair. He often looked like a girl, but he didn’t let it bother him. Both Arlan and Tilanis wonder what he would look like if he ever returned to being a human. Would he look 13 or 17? It was a hard thing to say. Personality: Tilanis used to be very independent, and always loved being alone. After having met up with Arlan, he soon understood what friendship was, and followed with him. He looked up to Arlan and often thought of him as a leader. When he was turned into a wolf, he knew it was his destiny to stick by Arlan’s side at all times. He seems ruthless when fighting, but anyone that might be able to get close to Arlan, will soon realize that he is just overprotective. The one main secret about Tilanis is that he isn’t sure if he wants to become a human again. He knows that it is what Arlan wants, but he hasn’t yet decided if it was what he had wanted for himself.