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World Hierarchy  Empty World Hierarchy

Post by Information Moogle Sun Apr 26, 2015 10:22 pm

In a world, there can be four types of people that inhabit that world. The first type of person is simple a citizen of that world, and anybody who deems a world their home is assigned this status. Then, there is the World Leader, the World Chosen, and the World Defender. A person can be all three of these things at once.

A World Leader is an individual that attains political power over a world. They, in general, control the NPCs, make alliances with other worlds, declare wars, levy sanctions, and act within the World Affair section as a whole. A World Leader is one of the most important people of a world. While they may not be Chosen by the world, they are still in charge of keeping the world safe.

  • A World Leader may apply to become a world in the World Leader section. Once they fill out an application, they will either be approved or denied by the staff.
  • In addition to applying, they can do so through making a topic (or series of topics) about how they became the leader. If they fail, then the topics are considered to either have never happened or to have ultimately failed, depending on the nature. For example, if somebody held an election and didn't get approved, it'd end in failure in the topic. If somebody forced the current leader/did a hostile takeover, it would be considered null.
  • They can be usurped from power if a more viable candidate comes along, either proving themselves through greater strength to lead or greater strength of character in regards to leadership. This can be carried out in an RP or it can be brought forward to the staff.
  • A hostile takeover is also possible. However, simply killing the current world leader won't grant you automatic leadership of that world. It must be well thought out and executed.
  • If a world leader becomes inactive, another person who wants to become a world leader can apply. If they are accepted, the previous world leader is kicked out and replaced by the new one. An explanation of why they failed will be provided by the staff. By being a world leader, you agree to this.
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Post by Information Moogle Fri Jul 03, 2015 1:34 pm

A World's Chosen is an individual granted power by the world itself. They wield the mighty World's Chosen skill trees.

  • Rather than applying for the role, like a World Leader, a World Chosen is chosen by the staff. When the staff notices that somebody has done a lot for their world.
  • Somebody can nominate themselves for the position. They will be required to simply create a list of links to topics where they believe they helped the world. Other people can nominate somebody as well, with the same requirement.
  • If a world is attacked, it will send a distress signal to their Chosen, who will feel it in their heart.
  • The World Chosen will be able to create a special Corridor to their world and only their world. This is treated as any portal/teleportation skill.
  • The World Chosen has to be a current resident of the world to become Chosen. However, once they attain the status, they are free to move and live elsewhere, as long as they return when needed.
  • If a Chosen becomes inactive, they will remain a world chosen unless 1.) the world is attacked and they fail to come to protect it or 2.) somebody else has proven worthy to be the Chosen.
  • If the Chosen commits a grave sin against their world, they will be rejected.
  • Along with committing a grave sin, a Chosen can be deemed unworthy if they are fully able to come and protect the world but choose not to. This means that if the Chosen is stranded on a world or imprisoned and their world is attacked, they will remain the World's Chosen. If they ignore the topic but are perfectly able to come and assist, then they are deemed unworthy.
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Post by Information Moogle Fri Jul 03, 2015 1:35 pm

A World Defender is an individual granted lesser power by the world. In times of crises where the world itself is in danger (A Heartless Invasion, an individual arrives with malicious intent towards the world), it will empower those who intend to defend the world with special power. Each world affects their Defenders differently and grants them different powers, based on the overall theme of the world.

A one tier increase/decrease is equivalent to a severe increase/decrease for somebody with a T5 in the stat. A two tier increase/decrease is a massive increase/decrease. Any NPC-related perk, the NPC you gain will not be able to use magic and will only have normal weapons and armor. In the case any cool down is reduced to 0, it defaults to 1.

Daybreak Town
- A one tier increase in both STE and SPE.
- All primal elements get a massive increase in power.
- Each defender gets a squad of three (3) soldiers with T2 stats.

Destiny Islands
- Any of the defenders move that uses your heart element is increased by twofold in every aspect.
- A one tier increase in both STE and END.
- A 30MP increase to maximum MP for every the defender on the island.

Disney Town
- All allies get a duo of Knights with T3 stats.
- Heart elements and primal elements effectiveness and power are severely increased.
- Defenders get a massive increase to END for every defender in the world.

Traverse Town
- A one tier increase in END and AGI.
- Defenders get a major increase to Damage Resistance for every defender in the world.
- Defenders get a major increase to MAG for every defender in the world.

Dwarf Woodlands
- All spells that the defenders are capable of using that are underneath 150mp have their overall effectiveness and power doubled.
- All defenders are capable of using one spell for no mana cost as long as it's under 100mp each post.
- All defenders get a severe increase in MAG effectiveness and power for every ability and spell that they use.

The World That Never Was
- Abilities that use DP last an indefinite amount of time in the topic.
- A two tier increase to END 
- Heart element is more potent. Any ability or skill that involves a heart element is increased by twofold in power and capabilities.

Realm of Darkness
- Defenders gain a severe resistance to any and all heart elements.
- Any Attacker's skill or ability associated with their heart element is  decreased by twofold in power. 
- Massive increase in STE, SPE, and END

Agrabah
- A one tier increase to SPE and AGI. 
- Defenders gain a massive resistance to primal elements.
- AGI and SPE will be decreased by one tier for the Attackers.

Olympus Coliseum/Underworld
- DP cannot be used by the Attackers
- Hitting an enemy will cause orbs to appear. Picking up the orbs will restore health equal to the damage given to the enemy. 
- A two tier increase to STE.

Land of Dragons
- For every Defender present on the world, they will gain a severe increase in STE and END. Seven (7) Defenders equals a one tier increase.
- Each Defender will be in control of three (3) army soldier NPCs, each T2 in all stats.
- Any offensive skills or magic will deal twice the original damage.

Enchanted Dominion
- A two tier increase to STE.
- Defenders gain an immunity to Moon.
- A Defender is able to place a "curse" per Attacker that will decrease a stat of their choosing by one complete tier. Only two curses may be placed on a single Attacker.

La Cite des Cloches
- A two tier increase to END.
- For every defender, the duration of any ability/skill/summon/etc used by defenders are increased by one (1) post.
- Enemies are easily disoriented and stunned by attacks no matter what ability.

Neverland
- The effectiveness of all abilities are severely increased. Anything that lasts more than one post is increased by 1.
- Defenders are granted a small pixie that continuously restores a moderate amount of health and 10MP with each post. They are granted an additional pixie for each Defender present.
- A one tier increase in SPE and AGI.

Port Royal
- If a Defender is KO'd, they are instantly revived. This occurs only once per Defender, if they are KO'd again, they will stay KO'd.
- Defenders are granted a piece of Aztec gold, cursing their body that shows beneath the moonlight. Under the "curse", they can brush off powerful attacks more easily because they cannot feel pain.
- Defenders gain three pirate crewmates, each T2 in stats.

Beast's Castle
- A one tier decrease to the Attacker's STE and SPE.
- Defender's invoke the power of the enchanted rose, increasing their magic effectiveness and their power doubled for spells under 150MP, and creating a shower of razor sharp petals to fall upon the battlefield when a spell is cast.
- A two tier increase to STE.

Wonderland
- The Defender can cast a T5-level illusion, powerful enough to fool even the most astute of fighters. This illusion can be bent in any way shape or form and lasts for however long the caster deems fitting or until broken.
- Defender can call in several (up to three) suits of cards, with T2 in all stats. These cards can ONLY be burned as a means to defeat them indefinitely. If otherwise KO'd, they will revive in two posts.
- By themselves, the Defender gains a tier stat boost in their STE, but for every card out on the field, they continue to get a tier boost to END, SPE and AGI with all three out.

Mage's Tower
- Spells/Abilities cast from the Defender triple in strength/effectiveness under 200MP.
- Defender regenerates 30MP every post and every spell under 450 MP in cost, gives back 10 MP
- Defenders are immune to the effects of being prevented from casting spells/abilities. 

Pridelands
- A two tier increase to STE.
- Defender can call in a stampede of Wildebeest with T4 strength to trample over opponents and damage them severely. The Wildebeest can fly, by the way, because they have wings. A herd can be called every four posts, and cool down is shared.
- All primal based spells/skills used by the Defender get a severe boost to their strength/effectiveness

Deep Jungle
- Plant-based spells/skills used by the Defender have a severe boost in strength/effectiveness
- A one tier decrease to Attackers in AGI and SPE.
- A one tier increase to Defenders END and AGI.

Keyblade Graveyard
- Defenders summon the ghost of two keyblade warriors from ancient's past. They have T3 in all stats and can be based purely off of any primal element chosen by the Defender
- Attackers have a +20 to all MP costs and have a +2 applied to all cooldowns that bypasses any skill that would decrease MP costs and cool downs.
- Defenders gain a massive resistance to all elements.

Symphony of Sorcery
- A mobile cloud is summoned, which innately possesses a SPD and AGL tier higher than the defender. It cannot be destroyed or used by an Attacker. (think Flying Nimbus)
- Defenders can choose one primal element immunity.
- The defender's spells receive a twofold increase in potency.

Atlantica
- The defender's primal elements receive a massive boost in potency.
- Enemy cool downs are increased by five posts. This effect bypasses any skill that would decrease them.
- A one tier boost to AGI and END

Halloween Town
- Calls forth a squad of four ghosts to fight in battle, each T2 in stats.
- A one tier boost to STR and AGI
- The defender possesses a demoralizing aura that may lower enemy moral, and by extension, decreasing their focus (MAG resist) and willpower (STR) by a severe amount

Prankster's Paradise
- Defenders receive a constant, albeit moderate, healing effect.
- Any buff an enemy uses also extends to the defender, although at half effect
- A one tier boost to END and AGI

Country of Musketeers
- All cool downs are reduced by five.
- Once every five posts, a defender may extend the buffing/healing/supporting effects usually meant for a single person to an additional four for no extra cost
- A one tier boost for STR and END

End of the World
- Dark based spells of defender's cannot be negated, and they are given two posts of reduction to their active dark based cooldowns.
- Invaders find that their heart element-based abilities are only half as effective against defenders in this realm.
- A one tier increase to STE and END.

Radiant Garden
- A one tier increase to END and SPE.
- After making a request to the MCP, two personal programs spawn at the defender's current location, their stats are an equal tier three in effectiveness.
- Magic costs for the Defenders are decreased by 50%, rounded up.

Realm of Nothingness
- Attackers cannot use magic.
- Cool downs are reduced by five (5) posts.
- Defenders are capable of negating a single skill equal to their character tier or lower once every three posts.

Twilight Town
- Three nameless members of Twilight Town's disciplinary committee aid a defender in combat, each T2 in stats.
- Every six posts, an invader's synthesized weapons morph into their Struggle Equipment equivalent. This effect lasts for three posts. The duration is increased by one post every time the ability is utilized.
- STR, END, and SPD are massively increased. SYNTH items also receives a boost to their potency that stacks per world defender.

Castle Oblivion
- Advanced elements gain a massive increase in potency and power. They are also able to bypass immunities.
- The Castle produces near perfect illusions of its defenders up to a maximum of three per defender. While their STE is equivalent to a tier one, their durability is equivalent to the respective defender's END. Every other stat is T2. The illusions themselves count as additional World Defenders.
- A one tier increase to AGI and STE.

Castle of Dreams:
- Each Defender present receives a guardian Dream Eater equivalent to their tier. Depending on their Heart Element, it is either a Spirit (Light, Nothing) or a Nightmare (Darkness).
- Each time a guardian Dream Eater falls, all defenders receive a massive increase to Damage Resistance.
- For each guardian Dream Eater active, all defenders receive a massive increase to END. Five (5) guardians equates to a full tier increase.
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