Kingdom Hearts 2013

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Thu Oct 06, 2016 11:01 pm

You mean do what I've already done as already demonstrated three times now?

Teleport: Original text wrote:Teleport: If successfully attacked at close range, automatically teleports several feet away from the enemy.

Teleport: Current text wrote:Teleport: If successfully attacked at close range with a non-magic attack, automatically teleports several feet away from the enemy.

Only triggering with the least commonly used form of attack given the arbitrary way magic is described as basically any action someone takes.

Grudge: Original Text wrote:Grudge: Spins around, dark fire gathering on the Keyblade before fully engulfing the user turning them into a tornado of dark fire. Pulls in those around it and renders the user mostly unaffected by other attacks beyond light, ice, and attacks from above.

First edit wrote:Grudge: Spins around, dark fire gathering on the Keyblade before fully engulfing the user turning them into a tornado of dark fire. Pulls in those around it and renders the user mostly unaffected by other attacks beyond light, ice, and attacks from above. When transitioning into another attack, sends out the fire from the tornado in all directions.

When you said there was no ending point, an ending point was made.

Current text wrote:Grudge: Spins around, dark fire gathering on the Keyblade before fully engulfing the user turning them into a tornado of dark fire. Pulls in those around it and renders the user unaffected by fire and dark attacks while light, ice, and attacks from above will dispel it. When transitioning into another attack, sends out the fire from the tornado in all directions.

Still went on about being near invincible (which is blatantly untrue), so it's even more fragile.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Thu Oct 06, 2016 11:51 pm

You mean do what I've already done as already demonstrated three times now?

You're really stretching the limits of this offer.

Only triggering with the least commonly used form of attack

It is unclear how you even believe this is a solution at all. Physical attacks are hardly uncommon, especially considering the ideal way to handle a magic user is often to corner them & beat the piss out of them. But as I said, this would allow Hitomi to just immediately teleport away & full heal. Hell, she could just stab herself.

When transitioning into another attack, sends out the fire from the tornado in all directions. Still went on about being near invincible (which is blatantly untrue), so it's even more fragile.

I suppose this newest version is accepted.

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Fri Oct 07, 2016 12:36 am

Like 9/10 anytime someone goes swinging their fist or anything, it's covered in fire or something rather than straight up as even the resident puncher of things doesn't just use their fist as if he's Tifa who has no reason to be in conflict with Hitomi and even Tifa's own attacks aren't just hitting things without some kind of augmentation most of the time.

Pretty much have to put her up against Mike Tyson for it to consistently activate.

And stabbing herself makes no sense.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Fri Oct 07, 2016 1:08 am

Euryale uses normal strikes regularly & they're Lilith's main method of damage dealing, since most of her magic isn't really good for direct attack. Taiyo has also been known to use them when you remember she can. Daisy's fingers are normal attacks. Saix uses basic attacks until empowered by the moon. Lexeaus uses a fair number of brute force attacks. Xaldin seldom uses his wind to actually attack. Most of Tifa's attacks ARE brute force, so I don't even know what you're talking about.

But it's moot anyway, because if Hitomi needed it to activate, she wouldn't have to wait for others--she could just stab herself.

Also, there's nothing "arbitrary" about saying that anything which isn't a feat of strength or physical technique is magic. Meteor Raid is not magic, because she just throws the Keyblade really, really hard. Explosion Raid is, because the explosion is not the result of Roatha's throwing skills.

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Fri Oct 07, 2016 2:07 am

Majority of Taiyo's melee abilities have some magical property to them. Tiger images and water spouts don't come from her own ability. Not to mention there's no reason to cite Order members or allies when there's no reason Hitomi would be in conflict with them.

Xaldin conjures up lances from nowhere much like Daisy's fingers that aren't attached to her. How making something from nothing is not described as magic is incredibly arbitrary. That's like saying Vega's Dragon Claw or Irritum's Darkness Claw aren't magic just because they're attached to the user's appendage. Or Lexaeus' attacks when they're augmented by that aura shit.

And even if I do buy that, that is still incredibly limited.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Fri Oct 07, 2016 12:25 pm

Except when there is, such as the Anti-Form Heartless. Which is another thing, most Heartless, Nobodies, & Unversed use physical attacks. So, y'know, you can disagree all you want, but my task isn't to make you agree, among other things it's to prevent abilities that would render characters invulnerable to the vast majority of things.

Xaldin summons lances through magic, the actual lances are physical objects. It's the same principle as the Keyblade, not terribly hard to figure out. With strength increasing abilities, it simply becomes a question of whether the power is involved in the attack itself or if it just increases muscle power.

Look, how long are you going to try to make me explain something that should be self-evident? 9 times out of 10, you should be able to tell if something is magical, because it's making something appear out of nowhere or doing something else inexplicable. There are certain cases where it may be ambiguous how the ability works, but that principle itself is the OPPOSITE of "arbitrary," it's simply logic. If the ability does not work with magic damage & part of the damage being dealt is a direct result of being struck by magic, obviously it should not work in that situation.

You know what IS arbitrary? Thunder Surge, an attack where you charge forward wreathed in lightning, without even using your weapon or making contact with the foe, is considered a physical attack in Birth By Sleep. Raging Storm, in the same game, a charging attack where you're wreathed in fire, is considered magic. Or Faith & Salvation, they're basically the same exact move, except 1 is considered magic. There's no rhyme nor reason for why certain moves are classified certain ways, it's just whatever the developer decides. THAT is what "arbitrary" means.

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Thu Oct 20, 2016 3:22 pm

You could always work with the person signing up the abilities, so that they fall in with the virtually non-existent criteria.

Hitomi


Tragic Sphere: Creates a sphere of water around an enemy, hindering its movement based on its size. Smaller enemies have a harder time than larger enemies. The enemy trapped inside may drown after a period of time. If dispelled by something other than the caster like an enemy attacking it, the sphere explodes like a bomb sending water in all directions and possibly starting a chain reaction if multiple sphere are close by.


Aquaja: Fires three tendrils of water with bladed tips from the Keyblade. The tendrils can either strike one enemy at once from multiple angles or three separate enemies if they're close together.

Sentinel: Receives less damage from physical attacks and less likely to be staggered or knocked down when casting while not in motion.

Azuma


Blunt Fang: A low stab with the Keyblade wreathed in darkness. Has a chance of instantly destroying the enemy if they're knocked down.

Irritum


Absorption Claw: Grabs hold of a weak or nearly destroyed enemy with the Darkness Claw and absorbs it into themself, taking on properties of the absorbed enemy for a period of time. Longer duration for weaker enemies, ineffective against bosses.

Gravity Blood: From a downward slash from either Darkness Claw or Death Scythe, pulls blood from the target to the ground, pulling them down like a gruesome Gravity spell.

Death Grip: Grabs hold of an enemy using Darkness Claw, sinking its nails into the target causing it to bleed as well as drain the enemy's life force in a non-healing manner. The longer the hold is maintained the more damage dealt with the possibility of killing the enemy.

Ghost Bite: Conjures up a wide set of ghostly fangs that bite down on an enemy or several is lined up.

Graveyard Bomb: A headstone shaped object drops from the sky, releasing darkness upon contact with an object into an eight foot area. From within the darkness, skeletal monsters emerge to attack and drag anything within that area below the surface, disappearing after a couple minutes.

Plague Maggots: Enlarged maggot-like creatures emerge from the ground over a six foot area, burrowing into enemies within that area, possibly inflicting a variety of status ailments such as Poison, Silence, Slow, Confusion, Blind.

Vega


Shaolin Shadow Boxing


Predator Claw: From an aerial position, dives down arms outstretched to catch an enemy, then flips over it and throws it. If too large to throw, then swings in an kicks the enemy, knocking it down.

Both


Dragon Strike: Generates a large amount of energy that takes the form of a white and blue serpentine dragon which is unleashed through the thrusting of his weapon or fist.


Last edited by HarleyThomas on Fri Oct 21, 2016 5:35 am; edited 3 times in total
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Thu Oct 20, 2016 5:06 pm

You could always work with the person signing up the abilities, so that they fall in with the virtually non-existent criteria.

I am sorely tempted to stop giving you any feedback other than "not accepted" to give you an actual reason to complain that I'm not "working with" you.

Tragic Sphere: Doesn't say what would dispell the sphere.

Aquaja: Whatever.

Sentinel: Absolutely not, quit trying to make her invincible. This doesn't even fit into her theme, she's a squishy wizard, not a tank.

Blunt Fang: Whatever.

Absorption Claw: Accepted.

Gravity Blood: Accepted.

Death Grip: He already has this ability, it's called Consume.

Ghost Bite: Accepted.

Graveyard Bomb: You lost me at the skeletons, what is this even saying?

Plague Maggots: Are they a momentary effect or creatures that have to be fought off, & if so, how?

Shaolin Shadow Boxing

Predator Claw: Accepted.

Dragon Strike: Accepted.

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Fri Oct 21, 2016 3:49 am

Edited Tragic Sphere.

If I wanted to make her invisible, it'd be more along the lines of nullifying a large portion of the supposedly most common form of offence as well as protection status ailments.

And what's this you deciding what a character you have no control over is? If I decide my character is a Magic Knight (as they all are), guess what my character is? That thing I said on account of being the one who made the fucking character.

Death Grip and Consume are two different things. A single bite versus a non-healing version of Daisy's Vampiric Claw or whatever it's called.

Graveyard Bomb is pretty straight forward. Spooking skeletons do spooky skeleton things for a bit in the dark, go away leaving the dark behind.

It's a momentary effect.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Fri Oct 21, 2016 4:58 am

What about the enemies inside of Tragic Sphere, is there any way for them to break free? "Dragging enemies below" where? Also, the darkness can't just stay indefinitely, that wouldn't make sense.

If you clarify the description of the maggot ability, I guess it's accepted.

Death Grip and Consume are two different things. A single bite versus a non-healing version of Daisy's Vampiric Claw or whatever it's called.

Consume just says it "begins consuming" the enemy, there's nothing saying it stops after a single bite, which means the only difference is that 1 heals & gains status effects while the other doesn't. That's not a significant difference, other than the arbitrary "gains status effects" condition, which isn't really my problem. Why would you put that in if you had reason to think it would be a problem later?

And what's this you deciding what a character you have no control over is? If I decide my character is a Magic Knight (as they all are), guess what my character is? That thing I said on account of being the one who made the fucking character.

Of course, if you want her in my RP, she has to follow the rules I set out for it, which include that characters must have individual styles that do not change on the fly, Hitomi's being:

Luna's Chorus: Using magic almost exclusively, Hitomi learns very few melee oriented abilities. Her innate abilities draw on the light of the moon to enhance her water/ice magic as well as the abilities of others sharing the same attributes.

Now, I'm sure you have some convoluted excuse like that you meant she doesn't learn ATTACKS, but this is a DEFENSIVE move, & I don't really give a shit, because whatever justification you're going to try for doesn't change the fact that it's too damn much power for 1 character to have. And stop acting like you're going to fool me into thinking you don't know that her magic spamming is bordering on invincible, you've bragged about it before & after I pointed out that she's not immune to having her spells interrupted, coincidentally you're signing up abilities that try to do that. You're not going to fool us, we know what you're doing, it's really transparent.

Now, as I said on Skype, I'm contemplating just closing these ability sign-ups, because you're really not convincing me that it's worth keeping them open. On my end, I hate how much fucking time it takes to moderate your shit only to get a bunch of flaming if I say anything even remotely critical, especially since I say the same damn things every time & explaining the rules to you CLEARLY doesn't seem to be helping. And I can only imagine, from the aforementioned flaming, that you're not enjoying this either. So what's the fucking point, why are we bothering?

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Fri Oct 21, 2016 5:48 am

Edited Tragic Sphere, Graveyard Bomb, and Plague Maggots.

There's no healing involved in either abilities. And one operating independently of other abilities while another works to support other abilities because they're different.

Compensating weaknesses is a bad thing now? Should've said so sooner before any defensive abilities were ever signed up. And glaringly obvious flaws in this supposed invincibility demonstrates the character wouldn't be invincible. Like at all.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Fri Oct 21, 2016 6:01 pm

You know what, Harley, you accept the rules or you get nothing. Assuming you actually do that, the 3 abilities you edited are fine.

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Re: Kingdom Hearts 2013

Post by Leafy on Thu Dec 29, 2016 6:04 pm

Leafy wrote:

Safian:

Sabertooth: Safian projections an aura around herself, causing her to appear as a giant black sabertooth lion with a flaming red mane. Opponents who view this image have a chance to be so overwhelmed by fear that they stop attacking and attempt to get as far away from Safian as possible. The fear fades after 20 seconds. The chance of inflicting fear depends on the intelligence of the opponent and whether or not they are taken by surprise.

Artexi:

Monu:

Dancing Dust: Monu creates a dust devil from the end of his keyblade, obscuring the vision of anyone within a 20ft radius on him.

Pluto's Aegis: Monu creates a floating shield in front of him. The shield is made of incredibly durable quartz, and is about the size of a traditional medieval shield. It persists until destroyed by some external attack, or if it is knocked more than 10ft away from Monu. Otherwise, the shield will follow him.

Eve:

Master of Nothingness: Eve cannot be interrupted when casting Void spells

Void Seep: Eve targets a single opponent, creating an orb of white energy in her hand. A pair of silver-white cuffs appear on the opponent's wrist. As long as the cuffs are present, a small amount of damage is done to the wearer, restoring an equal amount of health to Eve. The cuffs can be destroyed with magic or magic-based attack, and the effect only ends when both are destroyed.

Psychosphere: Eve hurls a sphere of pure magical energy at the opponent.

Psychowave: Sends a pulse of magical energy in a 10ft radius circle around Eve.

Psychoshift: Eve teleports to an unoccupied space within a 30ft radius circle.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Thu Dec 29, 2016 9:07 pm

Sabertooth: Should really have a base rate.

Dancing Dust: A 40 foot circle is a big area, this is questionable if you don't want to affect allies as well.

Pluto's Aegis: So...how durable IS incredibly durable quartz? Can this only be used on him? Can its placement be changed after casting?

Master of Nothingness: Accepted.

Void Seep: Accepted.

Psychosphere: what's it do?

Psychowave: Sends a pulse of magical energy in a 10ft radius circle around Eve.

Psychoshift: Eve teleports to an unoccupied space within a 30ft radius circle.

These need some kind of charge up.

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Re: Kingdom Hearts 2013

Post by Leafy on Sat Dec 31, 2016 9:03 pm

Safian:

Sabertooth: Safian projections an aura around herself, causing her to appear as a giant black sabertooth lion with a flaming red mane. Opponents who view this image have a chance to be so overwhelmed by fear that they stop attacking and attempt to get as far away from Safian as possible. The fear fades after 10 seconds. The chance of inflicting fear depends on the intelligence of the opponent and whether or not they are taken by surprise. Individual rate for humanoids, 20% for nobodies, 30% for Heartless.

Monu:
Dancing Dust: Monu creates a dust devil from the end of his keyblade, obscuring the vision of anyone within a 10ft radius on him.

Eve:
Psychosphere: Eve hurls a sphere of blue-white void energy at the opponent. (This is kind of a generic single target ranged attack)

Psychowave: Sends a pulse of blue-white void energy in a 10ft radius circle around Eve. Sends enemies flying backwards upon contact, and can be interrupted. Non-damaging. 3s charge time.

Psychoshift: Eve teleports to an unoccupied space within a 30ft radius circle. Cannot be used for 10s after.
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Re: Kingdom Hearts 2013

Post by Leafy on Sat Dec 31, 2016 9:46 pm

Pluto's Aegis: Monu creates a floating shield in front of him. The shield is made of incredibly durable quartz (slightly less durable than his diamond shield), and is about the size of a traditional medieval shield. It persists until destroyed by some external attack, or if it is knocked more than 10ft away from Monu. Otherwise, the shield will follow him, reminding in approximately the same position relative to Monu. Can only be used on him.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Sat Dec 31, 2016 9:51 pm

If those are the final versions, they are all accepted.

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Re: Kingdom Hearts 2013

Post by Leafy on Sun Jan 01, 2017 6:30 pm

Thanks!
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Re: Kingdom Hearts 2013

Post by HarleyThomas on Fri Jan 13, 2017 2:56 am

Azuma

Frost Breaker: An attack from above with an ice tipped Keyblade. The first attack can knock the enemy down, stagger it, or transition into Cold Steel. The ice can be shattered for a quick second hit that blows the enemy back. Can also be used with Winterclaw.

Wolf Strike: Strikes a downed enemy, a projection of a wolf's head emerging from beneath to bring them into the air.

Hitomi

Aqua Fang: While airborne, swings the Keyblade sending a torrent of water downward at an angle.

Skull Moon: Creates an image of a full moon with a skull emblem on it over an enemy, inflict Dark damage and Poison. If used at night, inflicts Doom instead of Poison.

Wild Moon: Creates an image of a full moon with a wolf emblem on it over a target, bestowing Berserk on them.

Irritum

Nightmare Claw: Conjures up white ghostly creatures around the Darkness Claw, cutting the target and inflicting Sleep as well as a damage over time effect.

Warp Strike: Throws the Keyblade at something, teleporting to its location when it makes contact with the target or other obstacle.

Fatal Bonds: Fires a black beam from the Keyblade, creating a tethered shackle around the neck of an enemy, the tethers lashing around and shackling up to four close together enemies. While bonded, if one target is attacked, the others take slightly less damage than the one attacked. If the chain is broke the one's linked take damage.

Nihilistic Night: Opens an six foot wide void beneath an enemy where silver spheres rapidly fire out.

Harnessed Rage

Despair: Repeatedly stabs the Keyblade into the ground, pillars of darkness erupting from the ground at random.

Vega

Shaolin Shadow Boxing

Gnome: Lifts up a segment of the ground and flips it over, damaging any enemy on it. Size is incredibly limited only being slightly wider than the width of his shoulders.


Last edited by HarleyThomas on Sat Jan 14, 2017 10:13 pm; edited 2 times in total
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Fri Jan 13, 2017 3:37 am

Azuma


Frost Breaker: Not significantly unique.

Wolf Strike: Fine.

Hitomi

All good.

Irritum


Nightmare Claw: Needs a Tell.

Warp Strike: Fine.

Fatal Bonds: Also needs a Tell.

Nihilistic Night: Needs to be smaller.

Despair: Accepted.

Vega

Gnome: How limited?

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Sat Jan 14, 2017 10:14 pm

Edited things.
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Sat Jan 14, 2017 10:52 pm

Just repost them, this makes it harder to tell what was changed.

Bah, I'll just say all of the ones I didn't accept before are accepted.

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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Wed Feb 08, 2017 11:59 am

Nero

Magnet Raid: Attach magnet spell to Keyblade & throw it, resulting in a Raid attack that sucks up small enemies as it goes.

Magnet Burst: "Explode" a magnet spell, flinging enemies in direction of inertia.

Thiera

Light: Keyblade glows with luminous energy of the sun or moon. Can remain active even when casting other spells, but in addition to anything that cancels magic, effect will be removed if it is hit by dark abilities or if Thiera is knocked back.

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Re: Kingdom Hearts 2013

Post by HarleyThomas on Sat Feb 11, 2017 7:27 am

Azuma


Body Temp: Cannot be frozen.

Death Stroke: Dashes past an enemy with intent on destroying it in a single stroke. Following the first hit, dark energy emerges from the target for a second attempt at destroying the enemy.

Dangerous Claw: Extends the blade of the Keyblade or claws of the Winterclaw to twice the length of the Keyblade to impale an enemy or multiple enemies with the Winterclaw.

Blizzard Smash: Release a stream of ice from the Keyblade, freezing an enemy then follow through by shattering it with the Keyblade. May instantly destroy the enemy. Better chance of doing so against weak enemies, ineffective against bosses.

Rending Wolf: A series of two slashes, one upward, one downward with the last slash being accompanied by a flurry of snow, inflicting Slow.

Dark Pact: Removes negative effects from himself at the cost of damaging himself. The more ailments removed, the more damaging the spell.

Hitomi


Tractor Beam: Creates a column of rings around an enemy that lifts it high into the air before closing in on it and dropping it for effectively a two hit spell.

Sea Serpent Strangle: Similar to Taiyo's Aqua Whip in execution although rather than acting as a lasso, the water takes the form of a serpent which upon contact with a target, pulls away from the Keyblade and begins to constrict the enemy, immobilizing and possibly crushing it.

Blizzagun: Fires an ice crystal from the tip of a Keyblade that upon contact with an object, explodes outwardly into a massive spiked ice formation with individual spikes reaching up to twelve feet in length.

Taiyo


Water Surge: A dashing attack surrounded by a ring of water, hitting an enemy or enemies multiple times.

Water Walker: Can move across the surface of calm water.

Bubble: Creates a bubble around a non-boss enemy, lifting them into the air and rendering them immobile for a period of time. Weaker enemies remain immobile to longer. The bubble can act as a platform which can be popped, dropping and damaging the trapped enemy.


Last edited by HarleyThomas on Sun Feb 12, 2017 12:20 am; edited 1 time in total
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Re: Kingdom Hearts 2013

Post by Neo Bahamut on Sat Feb 11, 2017 12:38 pm

Azuma

Blizzard Smash: Attacking frozen enemies doesn't induce instant death, & being 1 step removed from a death ray this would be quite overpowered, so no.

The rest are accepted.

Hitomi

Blizzagun: How massive?

Other 2 accepted.

Taiyo

Bubble: Wait, does standing on the bubble pop it, or are those separate things?

Other 2 accepted.

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Re: Kingdom Hearts 2013

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