In a cataclysm known as the Nightfall, the worlds were almost completely destroyed by a harrowing surge of darkness.
In the shadows of the ensuing chaos a new group has taken shape. Led by an Aegyl named Kalos, the 11th Hour touts an esoteric knowledge of how to combat the darkness and restore the worlds. They might be the worlds’ best chance at survival; but nobody really knows enough about them to confirm or deny their claims.
On the brink of collapse, the universe holds its breath in anticipation. Of restoration? Of destruction? It is up to individuals like yourself to decide.
A special thank you to ChasingArtwork of Deviantart, who allowed us to use this stellar banner image.
There aren't enough praises in the world I'd like to give to wonderful coders for the Proboards community. The following have contributed to World Destiny in some way: W3 Schools for countless how-tos and countless of other souls who have helped get WD up to where it is.
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All Canon Characters belong to the Kingdom Hearts franchise, Square Enix and Disney.
Your journey begins at dawn in Destiny Islands. You are unsure of what to believe in, and indeed, though some would say that though your heart is somewhat fragmented, it's in the right place. As you embark on your journey, you can feel a soothing flow like water guiding you. Your journey will be difficult, though, so keep your friends close, as they will help hold you together.
Gender: Male Class: Monk Sub-Class: Multiform
Monks focus purely on the physical. Through focus and determination, they are able to blow through the darkness with nothing but the strength of their own fist. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .9 .| .3 .| 10 .| .5 .| .3 .| .2 .| .8 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples include Yang (FFIV) Sabin (FFVI), Tifa (FFVII), Zell (FFVIII), Monk Class (FFI, FFIII, FFV, FFT), White Monk Class (FFTA, FFTA2), Master Monk/Black Belt Class (FFI, FFIII, FFTA2)
Multiforms are being that have had their heart fragmented by the effects of the darkness. They were saved at the last second by the crystallized essence of their guardian element, though the effects of the fragmentation are permanent. This allows them to call upon the energies of both their Darkness and their Nothingness, and eventually, once their control over their fragmented heart is regained, their Guardian Element.
***Forms that a multiform takes. They are as follows:
Half-Heartless: The user changes into a half-heartless form, with a large Heartless Emblem emblazoned across their torso. While in this form, all attacks, skills, and spells have 1.5 times their normal effect. There is a constant HP drain on the user, and the user reverts when reduced to 1 HP, or if the Form Gauge hits 0. HP recovery spells, skills, and items do not effect the user when in this form. Form may be canceled at will by the user.
High-Heartless: User has mastered the Half-Heartless form and can call upon their power in this new form. The user changes into their half-heartless form, but with a dark aura surrounding them. While in this form, all attacks, skills, and spells have double their normal effect. The HP Drain has become in check, and thus the form ends when their Form Gauge drops to 0. HP recovery spells, skills, and items do not effect the user when in this form. Form may be canceled at will by the user.
Half-Nobody: The user changes into a half-nobody form, with a large Nobody Emblem emblazoned across their torso. While in this form, the user gets 5 extra normal and air combo attacks, and 3 extra counter attacks. Spells and Skills cost half MP. There is a constant MP drain on the User while in this form, and the user reverts when out of MP, or if the Form Gauge hits 0. Skills and Items that recover MP do not effect the user while in this form. Form may be canceled at will by the user.
High-Nobody: User has mastered the Half-Nobody form and can call upon their power in this new form. The user changes into their Half-Nobody form with a white aura surrounding them. While in this form, the user gets 9 extra normal and air combo attacks, and 5 extra counter attacks. Spells and Skills cost half their normal MP, but the MP drain has become in check. As such the form ends when their Form Gauge drops to 0. Skills and Items that recover MP do not work on the user while in this form. Form may be canceled at will by the user.
Master: User has mastered the High-Nobody and High-Heartless forms and can call upon their power in this new form. The user changes to their master form, with a large Emblem of Kingdom Hearts Emblazoned across their chest, and an aura matching that of their guardian element. While in this form, the user gets 7 extra normal and air combo attacks, and 4 extra counter attacks. Spells and Skills cost half MP. All attacks, skills, and spells are at 1.5 times their normal power. When the Form Gauge is reduced to 0 user reverts back to normal. HP and MP recovery spells, skills, and items do not affect the user while they are in this form. Form may be canceled at will by user.
The Form Gauge is exclusive to multiforms, and acts similar to Sora's Drive Gauge from Kindgom Hearts 2. However, rather than collecting orbs, defeated foes will fill the drive gauge in an amount proportional to the strength of the foe. Each time a new form is attained, the Max Gauge level increases by 1, with a maximum of a Max Gauge level of 5. The gauge depletes at a rate of 1 level per 5 actions.
Examples: Sora's Drive Forms
*Note: Other sub-classes have their own gauges: Summoners have a Summon Gauge, Dark Knights have their Darkness Guage, and Keyblade Wielders a Light Gauge. Skills that are unique to the subclass consume their respective gauges.
@ Elaeus:
Your journey begins at Midday in Radiant Garden. You believe in the strength of your own heart, but beware, as just your heart alone won't be enough. As you embark on your journey, you can feel a sense of overwhelming warmth aiding you. Your journey is a difficult one, so don't think you can do it alone. Unless you can set aside your differences with the darkness and fight side by side, all may be lost...
Gender: Female Class: Black Mage Sub-Class: Keyblade Bearer
Black Mages wield destructive magics as their weapon. They are able to wield the six basic elements - Fire, Ice, Lightning, Water, Earth, and Wind - thanks to intensive study and training. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .4 .| .9 .| .4 .| .3 .| 10 .| .5 .| .5 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples: Palom (FFIV), Vivi (FFIX), Lulu (FFX), Black Mage class (FFI, FFIII, FFV, FFT, FFTA, FFTA2), Black Wizard/Magus class (FFI, FFIII)
Keyblade Bearers are capable of utilizing the legendary keyblade. Depending on their class, the Keyblade will take a form suitable to them. in the case of a Paladin, this is a Knightsword, along with a Shield. Keyblade Bearers are able to pull of attacks that are unique to them, such as the Ragnarok and Ars Arcanum. They can't get too overconfident, though, as a Keyblade Bearer alone cannot handle everything on their own - even Sora had friends to back him up.
As you are a Black Mage class character, you also gain the ability to cast light magic up to the -ja level. You don't get as many physical skills unique to the keyblade bearers, but you do get some, such as Strike Raid+, and hybrid skills such as Light Raid.
Waah~~~ Took a while, but now it's started to kick off! Alright, here I go!
@shiay:
Your journey begins at Midday in Radiant Garden. You believe in the strength of your own heart, but beware, as just your heart alone won't be enough. As you embark on your journey, you can feel a sense of overwhelming warmth aiding you. Your journey is a difficult one, so don't think you can do it alone. Unless you can set aside your differences with the darkness and fight side by side, all may be lost...
Fighters are balanced physical fighters. Although they do not utilize magic and the like, they employ a balance of offense, defense, and skill, making them adaptable to a wide variety of situations. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .8 .| .3 .| .7 .| .7 .| .3 .| .5 .| .7 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples include Soldier (FFTA, FFTA2), Fighter (FFTA, FFTA2), Warrior (FFTA, FFTA2). Examples do NOT include FF1's version of the Fighter class, which was a tank.
Keyblade Bearers are capable of utilizing the legendary keyblade. Depending on their class, the Keyblade will take a form suitable to them. in the case of a Paladin, this is a Knightsword, along with a Shield. Keyblade Bearers are able to pull of attacks that are unique to them, such as the Ragnarok and Ars Arcanum. They can't get too overconfident, though, as a Keyblade Bearer alone cannot handle everything on their own - even Sora had friends to back him up.
As your class is Fighter, a Pure-Arms type class, you do not gain any light spells. However, you get a wide variety of Keyblade specific skills, such as Ragnarok, Ars Arcanum, and Zantetsuken.
Examples include: Sora
@kaze: You chose water, despite the fact that your name literally means WIND? Weird... Anywho--
Your journey begins at dawn in Destiny Islands. You believe in the strength of your friends, and will call upon their aid when needed. As you embark on your journey, you can feel a soothing flow like water guiding you. As you progress in your journey, don't forget to keep your old friends close as you gain new ones. You will find that it is the strength of that long-lasting bond that keeps the darkness from breaking through to you.
Gender: Male Class: Defender Sub-Class: Summoner
Defenders are tanks. With their heavy armor, wall shield, and polearm in hand, they shrug off physical attacks as they strike back at the darkness with their weapon. They do not study the ways of magic, but in terms of magical resistance, they are the best of the physical classes. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | 10 .| .1 .| .7 .| 10 .| .2 .| .6 .| .4 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples: Defender (FFTA, FFTA2)
Summoners utilize summon charms to call upon the strength of an additional ally in battle. Unlike the other three subclasses, they can call upon more than just story summons (i.e. Dumbo, Bambi), but through many other summon charms that only they can use, such as the Corsage of Corruption, or the Diamond Dust Charm, they can call upon many other summons such as Mateus and Shiva. These summons will arrive temporarily on the battlefield as an additional ally, until canceled by the caster or time runs out.
Your journey begins at dawn in Twilight Town. You believe in the strength of your friends, and will call upon their aid when needed. As you embark on your journey, you can feel the wind flowing around you, as if giving you its blessing. As you progress in your journey, don't forget to keep your old friends close as you gain new ones. You will find that it is the strength of that long-lasting bond that keeps the darkness from breaking through to you.
Gender: Male Class: Red Mage Sub-Class: Summoner
Red Mages sacrifice specialization for versatility. So although unlike other mystic classes, they lack the ability to cast -ja level spells, but they have access to attack (black), recovery (white), AND indirect (green) magic. As such, they can adapt to a wide variety of situations. At higher levels, they are even able to double-cast spells. They are a mage, though, and as such have stronger magic at the cost of physical ability. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .4 .| .8 .| .3 .| .4 .| .8 .| .8 .| .5 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples: Red Mage Class (FFI, FFIII, FFV, FFTA, FFTA2), Red Wizard Class (FFI), Oracle Class (FFTA2), Sage Class (FFIIIDS)
Summoners utilize summon charms to call upon the strength of an additional ally in battle. Unlike the other three subclasses, they can call upon more than just story summons (i.e. Dumbo, Bambi), but through many other summon charms that only they can use, such as the Corsage of Corruption, or the Diamond Dust Charm, they can call upon many other summons such as Mateus and Shiva. These summons will arrive temporarily on the battlefield as an additional ally, until canceled by the caster or time runs out.
Just for clarification - your starting point isn't necessarily your hometown. It just determines where your character is at the start of the RP. They may simply be there due to travel, or they could have had their home be overrun by heartless. Basically, it's assumed that if you lose your home, you wind up in the world that coincides with your guardian element - Twilight Town for Air, Destiny Islands for Water, Radiant Garden for Fire, and something else for Earth. Nobody's chosen earth as an affinity yet, though, so that's still a secret! ^-^
Your journey begins at Midday in Twilight Town. You believe in the strength of your own heart, but beware, as just your heart alone won't be enough. As you embark on your journey, you can feel the wind flowing around you, as if giving you its blessing. Your journey is a difficult one, so don't think you can do it alone. Unless you can set aside your differences with the darkness and fight side by side, all may be lost...
Gender: Female Class: Black Mage Sub-Class: Keyblade Bearer
Black Mages wield destructive magics as their weapon. They are able to wield the six basic elements - Fire, Ice, Lightning, Water, Earth, and Wind - thanks to intensive study and training. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .4 .| .9 .| .4 .| .3 .| 10 .| .5 .| .5 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples: Palom (FFIV), Vivi (FFIX), Lulu (FFX), Black Mage class (FFI, FFIII, FFV, FFT, FFTA, FFTA2), Black Wizard/Magus class (FFI, FFIII)
Keyblade Bearers are capable of utilizing the legendary keyblade. Depending on their class, the Keyblade will take a form suitable to them. in the case of a Paladin, this is a Knightsword, along with a Shield. Keyblade Bearers are able to pull of attacks that are unique to them, such as the Ragnarok and Ars Arcanum. They can't get too overconfident, though, as a Keyblade Bearer alone cannot handle everything on their own - even Sora had friends to back him up.
As you are a Black Mage class character, you also gain the ability to cast light magic up to the -ja level. You don't get many of the physical skills unique to the keyblade bearers, but you do get some, such as Strike Raid+, and hybrid skills such as Light Raid.
Your avatar is a picture of Roxas, whom is of nothing, and yet it says darkness... O.o
Anywho, here we go...
Your journey begins at dawn in Twilight Town. You are unsure of what to believe in, and indeed, though some would say that though your heart is somewhat fragmented, it's in the right place. As you embark on your journey, you can feel the wind flowing around you, as if giving you its blessing. Your journey will be difficult, though, so keep your friends close, as they will help hold you together.
Gender: Male Class: Green Mage Sub-Class: Multiform
Green Mages specialize in indirect and time/space magic. They use such spells such as haste, slow, shell, magnet, and gravity. They also have the largest amount of MP of all the mages, able to cast many more spells before running out of MP. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .3 .| 10 .| .2 .| .4 .| .7 .| .8 .| .6 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples include Time Mage (FFV, FFT, FFTA, FFTA2), Green Mage (FFTA2)
Multiforms are beings that have had their heart fragmented by the effects of the darkness. They were saved at the last second by the crystallized essence of their guardian element, though the effects of the fragmentation are permanent. This allows them to call upon the energies of both their Darkness and their Nothingness, and eventually, once their control over their fragmented heart is regained, their Guardian Element.
Your journey begins at dawn in Twilight Town. You believe in the strength of your friends, and will call upon their aid when needed. As you embark on your journey, you can feel the wind flowing around you, as if giving you its blessing. As you progress in your journey, don't forget to keep your old friends close as you gain new ones. You will find that it is the strength of that long-lasting bond that keeps the darkness from breaking through to you.
Gender: Male Class: Fighter Sub-Class: Summoner
Fighters are balanced physical fighters. Although they do not utilize magic and the like, they employ a balance of offense, defense, and skill, making them adaptable to a wide variety of situations. Statistically speaking, on a scale of 1 to 10:
,-----------------------------------------. | HP .| MP .| STR | VIT | MAG | SPI | AGL | |-----+-----+-----+-----+-----+-----+-----| | .8 .| .3 .| .7 .| .7 .| .3 .| .5 .| .7 .| `-----------------------------------------' HP = Health Points MP = Magic Points STR = Physical Attack Strength VIT = Physical Defense MAG = Magical Attack Power SPI = Magical Defense AGL = Speed/Rate of Movement
Examples include Soldier (FFTA, FFTA2), Fighter (FFTA, FFTA2), Warrior (FFTA, FFTA2). Examples do NOT include FF1's version of the Fighter class, which was a tank.
Summoners utilize summon charms to call upon the strength of an additional ally in battle. Unlike the other three subclasses, they can call upon more than just story summons (i.e. Dumbo, Bambi), but through many other summon charms that only they can use, such as the Corsage of Corruption, or the Diamond Dust Charm, they can call upon many other summons such as Mateus and Shiva. These summons will arrive temporarily on the battlefield as an additional ally, until canceled by the caster or time runs out.