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The Space Cauldron

Captain

PostPosted: Sat Feb 23, 2013 7:50 am


This thread is obsolete; please use the Revisions thread if you need to revise your character!


This thread is for knight-order characters who are wishing to change their weapon and/or magic, as well as get their future summons power approved. This thread is for current, arted characters only. If you are looking for quest characters please go to this thread here!

Please remember you have to have done the proper solo/RP for the weapon and magic change before having these approved changes be ICly official!

USE THIS FORM --

[size=14][b]PUT YOUR NAME AND STAGE INSIDE THESE TAGS. For a page it would be PAGE, for squire SQUIRE, for knight KNIGHT[/b][/size]

[b]Current Weapon:[/b] What do you have currently?
[color=blue][b]New Weapon:[/b] Put info here as to what you will have![/color]

[b]Current Magic:[/b] What do you have currently?
[color=blue][b]New Magic:[/b] Put info here as to what you will have![/color]

[b]Summons Creature:[/b]
[b]Summons Ability:[/b]


Example One
Bimini Squire of Cosmos

Current Weapon: A fair sized metallic bowl filled with water
New Weapon: Same/no changes

Current Magic: Bimini must use his hand to splash some of the water out at the target. The target will receive a minor burst of energy or if they are injured a slight dulling of pain ((similar in strength to vicodin)). For the most part this can be used up to three times, depending on how much water has been spilled via other movement. The bowl can also be thrown or used as a shield in a last ditch effort
New Magic: Same/no change

Knight Weapon: A large metallic water carrying jug held in one arm
New Weapon: Same/no changes

Knight Magic: Bimini must pour some of the water out onto the target, with the amount of water corresponding to the amount of 'rejuvenation' the target receives. The strongest effect (by using most of the vase's water) allows Corey to rejuvenate one target to how they felt before the battle began once per battle. Energy is entirely restored and the pain from injuries erased ((similar in strength to oxycontin)), but not actually the injury/wound itself. Because the wound is still there the target can wind up in some trouble if they overexert themselves without realizing it. The jug can be tossed or used a shield in a last ditch effort
New Magic: Same/no change

Summons Creature: A normal sized buck. It has white fur and silver antlers/hooves that shimmer like Cosmos knights
Summons Ability: Lowering his head the buck charges the enemy of Bimini's choice. If hit one doesn't feel the sensation of the antlers but is instead hit with a solid knockback effect that causes minor pain and can leave them momentarily disoriented enough to see figurative and literal stars as they try to get up. May also be ridden for brief moments instead of attacking if chosen.


Example Two
Concordia Page of Chronos

Summons Creature: A sheep-sized porcupine. Visually speaking looks a little bit like a Shaymin. White fur with green spines, has a few small flowers mixed in among the quills.
Summons Ability: When the porcupine curls up in a defensive ball Concordia is temporarily covered in an ethereal prickly shield of her own. While in the sheild she cannot attack or even move. This works only on her.
PostPosted: Sat Feb 23, 2013 10:35 am


Valhalla Knight of Jupiter

Current Weapon: Gyrocompass
New Weapon: N/A

Current Magic: Magic pool is upped by 30 seconds and shared between two attack options.
Attack One: Reversal — Same as his Squire.
Attack Two: Vertigo — Valhalla’s magic causes his opponent to temporarily lose their internal sense of direction. There is no up or down, no left or right. The effect would cause one to feel as though everything around them was spinning, even if they stood stationary. Or even the sensation of falling, despite being on solid ground. Imagine sticking your head at the end of a baseball bat and spinning around several times, and then having to run across a field.
After being released from the attack, an opponent may still feel dizzy, or even nauseous, but like his other attack, the reaction and effect is pretty open to player interpretation.

New Magic: Magic pool is upped by 30 seconds.
No longer does his magic just cause a reversal in movement, but contact with his magic causes vertigo, in which his opponent temporarily loses their internal sense of direction, as well. There is no up or down, no left or right. The effect would cause one to feel as though everything around them was spinning, even if they stood stationary. Or even the sensation of falling, despite being on solid ground. Imagine sticking your head at the end of a baseball bat and spinning around several times, and then having to run across a field. Now, even if someone is able to figure out how to best the reversal magic, they would still be under the effect of the sensation of vertigo.
After being released from the attack, an opponent may still feel dizzy, or even nauseous, but the reaction and effect is pretty open to player interpretation.

(Just combining the two.)


Summons Creature: An eagle, a cross between a harpy and a golden. Variation of a Lightning Bird and/or Zapdos.
Summons Ability: Able to conduct electric current, on her master’s order she is capable of releasing bolts of lightning (a magical form and not real, potentially fatal kind) from just flying overhead, close by, or making physical contact, leaving her victims with mild to moderate electric burns, seeing stars, and their hair probably on end.


Guine

Crew

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PostPosted: Sat Feb 23, 2013 10:16 pm


Bimini Squire of Cosmos

Current Weapon: A fair sized metallic bowl filled with water
New Weapon: Same/no changes

Current Magic: Bimini must use his hand to splash some of the water out at the target. The target will receive a minor burst of energy or if they are injured a slight dulling of pain ((similar in strength to vicodin)). For the most part this can be used up to three times, depending on how much water has been spilled via other movement. The bowl can also be thrown or used as a shield in a last ditch effort
New Magic: Same/no change

Knight Weapon: A large metallic water carrying jug held in one arm
New Weapon: Same/no changes

Knight Magic: Bimini must pour some of the water out onto the target, with the amount of water corresponding to the amount of 'rejuvenation' the target receives. The strongest effect (by using most of the vase's water) allows Corey to rejuvenate one target to how they felt before the battle began once per battle. Energy is entirely restored and the pain from injuries erased ((similar in strength to oxycontin)), but not actually the injury/wound itself. Because the wound is still there the target can wind up in some trouble if they overexert themselves without realizing it. The jug can be tossed or used a shield in a last ditch effort
New Magic: Same/no change

Summons Creature: A normal sized buck. It has white fur and silver antlers/hooves that shimmer like Cosmos knights
Summons Ability: Lowering his head the buck charges the enemy of Bimini's choice. If hit one doesn't feel the sensation of the antlers but is instead hit with a solid knockback effect that causes minor pain and can leave them momentarily disoriented enough to see figurative and literal stars as they try to get up. May also be ridden for brief moments instead of attacking if chosen.
PostPosted: Sat Feb 23, 2013 10:27 pm


Concordia Page of Chronos

Current Weapon: An hourglass
New Weapon: A simple sling (seems homemade in construction, can shoot no further than 5 feet on a good day). Projectile tends to be medium sized nuts like acorns.

Squire Weapon: A prettier hourglass with the beginnings of buds or vines around or inside it
New Weapon: A sturdier sling (no more than 8 foot range). Projectile tends to be large nuts like Hickory nuts.

Squire Magic: When Concordia turns her hourglass the target (an ally) receives a small boost of energy towards their physical attack power. While she is channeling her magic said ally can punch, kick, swing harder than usual. The hourglass must remain in her hands while channeling and if dropped/knocked away she must pick it up again before being able to channel again. The total channeling time she is capable of at this stage is 30 seconds.
New Magic: Concordia can choose to target an ally instead of an enemy. When she does so she channels her powers into the projectile and upon it hitting the target they receive a small boost of energy towards their physical attack power. The power remains as long as she stays focused on the ally and while she is channeling her magic said ally can punch, kick, swing harder than usual. Power can be disrupted if someone distracts Concordia or hits her in any way. The total channeling time she is capable of at this stage is 30 seconds.

Knight Weapon: An elaborate and delicate looking hourglass with flowers having sprung from the bugs/vines
New Weapon: A strong sling with good range and durability. Projectile tends to be large, very hard nuts like Black Walnuts.
.
Knight Magic: When Concordia turns her hourglass the target (an ally) receives a larger boost of energy towards their physical attack power. While she is channeling her magic said ally can punch, kick, swing harder than usual. The hourglass must remain in her hands while channeling and if dropped/knocked away she must pick it up again before being able to channel again. The total channeling time she is capable of at this stage is 45 seconds.
New Magic: Concordia can choose to target an ally instead of an enemy. When she does so she channels her powers into the projectile and upon it hitting the target they receive a larger boost of energy towards their physical attack power. The power remains as long as she stays focused on the ally and while she is channeling her magic said ally can punch, kick, swing harder than usual. Power can be disrupted if someone distracts Concordia or hits her in any way. The total channeling time she is capable of at this stage is 45 seconds.

Summons Creature: A sheep-sized porcupine. Visually speaking looks a little bit like a Shaymin. White fur with green spines, has a few small flowers mixed in among the quills.
Summons Ability: When the porcupine curls up in a defensive ball Concordia is temporarily covered in an ethereal prickly shield of her own. While in the sheild she cannot attack or even move. This works only on her.

Iris_virus

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PostPosted: Sat Feb 23, 2013 11:32 pm


NIFLHEL KNIGHT OF SATURN

Current Weapon: A Chain
New Weapon: N/A keeping what he's got~

Current Magic: Thin chain, these can magically bind/redirect the target, however they won't latch if the target is out of range (more than 10 feet). This takes a lot of Niflhel's concentration for the shackles not to break, if he loses concentration they release the target. Also if the shackles are held too long (around 1 minute) or Niflhel gets tired they are easy to break free of. This attack slows/hinders most movement, Niflhel could also try to move/throw someone. However, this actually depends on how he's progressed since being a knight. It could be possible for Nifhel to move/displace/throw others around, this depends heavily on their current power stage as well as a few other factors (since Azzo isn't a weight lifter he might find throwing a big foot youma weighing 300 lbs a bit hard... this works best with anyone under Nifhel's current level). Throwing people/youma the chains unlatched as soon as they're thrown most of the time letting go when the mass is in mid-air.

New Magic: Not changing

Summons Creature: Cerberus - A white three headed dog, about the size of a horse.
Summons Ability: Decay Breath - a semi-magical attack the closer to the dog the faster the decay happens. If within biting range the decay happens fastest. This attack can decay weapons, clothing and other non-human objects. In order to stop the decay they have to do one of the following - desummon (if it's a weapon), remove the affected area or power down.
PostPosted: Sun Feb 24, 2013 8:58 am


Dallol, Page of Uranus

Current Weapon: A ladle
New Weapon: NA, keeping what she has at the moment =3

EDIT (for clarification): There will be no change to her weapons for all 3 stages. ^^


Current Magic:
Squire - ally gains a boost in speed, total channeling time = 30 seconds
Knight - ally gains both a boost in speed and attack power, total channeling time = 1 minute
New Magic: (combining both effects together, increasing the effect at Knight stage, and adding the option that she can channel the ability on herself so long as she is proficient with her magic)
Squire - target gains both a boost in speed and attack power, total channeling time = 30 seconds
Knight - target gains a greater boost in speed and attack power, total channeling time = 1 minute


Summons Creature: The Sandwalker (looks like a really big scorpion, around the size of a horse, with the beak of an eagle, crab-like claws and a stinging tail)
Summons Ability: Able to call upon a barrier made of red sand around it and anyone adjacent to it to deflect physical and magical attacks. Anyone caught within the barrier is unable to attack so long as it is up.

EDIT: This barrier will be 10 feet in width and height. ^^

baby_gwing

Fanatical Raider


ATh e a r t
Crew

Romantic Lunatic

PostPosted: Sun Feb 24, 2013 6:31 pm


Meru, Page of Cosmos

Current Weapon: Ring+Bracelet combo (aka slave bracelet). Didn't vary much from stage to stage; pretty much just got more intricate as level progressed.
New Weapon:
* Page: Just the ring (I was thinking keeping the bracelet as an accessory).
* Squire: A circle to hold + 4 circles attached. The held circle is larger and carved with stars, while the circles attached are more simple, but with moonstones attached to them. Silver in color, most likely made out of white gold for the rings. The four circles represent The Four Noble Truths (suffering", "anxiety", "stress", "dissatisfaction").
* Knight: Khakkhara (aka Monk Staff) with 6 rings.The shape of the staff and the placement of the rings are the same as the one in the wiki, minus in the center of the upper part of the staff will have a large moonstone, and the top of it will have a star representing Cosmos. Silver in color, most likely made out of white gold for the rings The 6 rings represent The Six Perfections (generosity, virtue, patience, diligence, concentration, and insight). [In which I hope Meru will reach all of those when she hits Knight... Haha!]

edit; 3/1 - Just wanted to add that Meru wouldn't use ANY as a weapon; she doesn't really fight. They'd only really be used for defense if someone attacked her.


Current Magic:
* Page: N/A
* Squire: Can heal skin-woulds (scrapes and bruises that are not that deep). If she tries to heal a deeper wound, there would be no visible effect and the energy would be wasted (30 seconds)
* Knight: Can heal skin-woulds, and some deeper wounds. Can not heal if wound is near-death or something would have to be amputated (45 seconds)
New Magic: No changes!

Summons Creature: Winged Unicorn: Average sized horse. The coat/horn is all white, but shimmers blue and purple (compliments Meru's colors!).
Summons Ability: Can channel energy to help Meru's healing last a bit longer (up to double: 90 seconds).
PostPosted: Sun Feb 24, 2013 9:26 pm


Delphi Page of Polaris

Current Weapon: The scepter should have little to no design, but clearly be a scepter in shape. It would be hallow and thus light weight, easy to swing but not capable of much damage. For length I'd say for starting it should be the length of her lower arm.
New Weapon: No change.

Current Magic: Delphi can only poke or lightly hit people with her scepter, it really isn't all that weighty or solid. Don't expect much damage from her scepter.
New Magic: No change.


Squire Weapon: This is where it should start to gain some sort of raised design and start to reach past her elbow in length. The scepter would also start gaining some weight and solidness, become less likely to break when used to hit someone.
New Weapon: No change.

Squire Magic: At this point the shield she can cast will last 30 seconds. Her magic will hold back all agents of chaos that are at her level or lower. The shield itself, size wise, is five foot in radius. So it gives her the ability to protect more than two people, in case one needs treatment from someone else.
New Magic: No change.




Knight Weapon: At this point the scepter should reach to midway up her upper arm and be quite sturdy and solid, with some more weight to it. The design should now be wrapped about the scepter and the stone at the scepters top should have some fancy design around it, keeping it in place.
New Weapon: I'd like to go from a scepter to a small, mini, staff. From floor to hip in length. With some sorta big design at the top of it, and the crystal at the top as well..

Knight Magic: At this point in the game Delphi can actually repel an agent of chaos, rather than just keep them at bay, it still only works on those her rank or lower. The shield now will bounce an agent of chaos away, giving someone time to regroup and her to lower her shield so the other can attack the agent of chaos, since they are now not right on top of them. The duration of time is slightly more than the last attack, now 40 seconds, the radius however has remained the same five feet.
New Magic: For anyone who hits into her shield they get a slightly stronger than usual static shock before being bounced back from the shield. Other than that I wanna keep it the same as above.



Summons Creature: Cobra
Summons Ability: The cobra would be fifteen foot in length (a King cobra can be anywhere between 12 to 18.5 foot long at full length) and would rear up in sway back and forth in order to hypnotize people and will them to not approach Delphi.

Sleet Tempest Snape

Noble Vampire


Sunshine Alouette

Eternal Senshi

PostPosted: Tue Feb 26, 2013 11:32 am


PALATINE PAGE

Current Weapon: A busted up teapot, progressing into a nicer, fancier teapot.
New Weapon: Keeping the teapot!

Current Magic:
Squire Magic: In tapping into her magic, Palatine’s teapot fills with warm tea. The tea can be poured onto mild injuries in order to heal them—swelling and bruises diminish, scrapes and minor cuts heal, etc. The injured areas might still be a bit tender to touch, but the rate of healing is accelerated significantly. Palatine’s magic can last for a total of 30 seconds of continuous pouring, but would more likely be broken up into shorter durations depending on the amount of injuries.

Knight Magic: A fancy porcelain teapot. Palatine’s magic can now be used to heal or lessen the severity of mild to moderate injuries (minor cuts and bruises heal completely, whereas moderate wounds become milder), with the added benefit of preventing a wound from scarring. It cannot heal severe or fatal injuries, nor can it diminish older scars. Once again, it has to be poured onto the wound in order to work. Her magic pool now lasts up to 50 seconds of continuous pouring. The worse the injury, the more magic would be required to offer relief.
New Magic: Keeping the healing magic, please and thank you!

Summons Creature: A peacock.
Summons Ability: Upon Palatine’s command, the peacock approaches an opponent and displays its tail feathers, launching a barrage of glittering magic dust at the opponent. Once under the effects of the dust, the opponent develops dry, flakey skin and a rash of red welts, which itch to the point of pain. If left unscratched, the welts will fade after twenty seconds. However, any welts that are scratched will remain and heal as a normal wound. They can leave scars.
PostPosted: Thu Feb 28, 2013 11:17 am


Nysa, Squire of Neptune

Current SQUIRE Weapon: Swan feather quill pen still with a teal ribbon tied to the base, but now with a slight magical property. That property can only be channeled when he is writing with this pen (or going through the motions of writing), and only if it is beautiful/elegant/graceful writing.
New SQUIRE Weapon: A fencing sabre made of seashell with the swan feather/ribbon upon the hilt (to commemorate the previous weapon-form). The very tip of the sabre is the only sharp component, but it is more "pokey" than anything. Has the potential to make very shallow cuts upon a surface/skin, but cannot make a cut much beyond a millimeter in depth. Brittle like weaker seashell and requires much care to prevent it from snapping in combat.

Current KNIGHT Weapon: Swan feather quill pen with a small decorative section about the base (perhaps beads + tiny seashells + ribbons).
New KNIGHT Weapon: A fencing sabre made of much stronger seashell (similar in strength to metal). The swan feather/ribbon has changed to metal adornments about the hilt, still taking on a feather-like shape. Has potential to make slightly deeper cuts, but the cuts still are very superficial (maximum of 2 millimeters in depth).

Current SQUIRE Magic: While writing or going through the motions of writing, this magic boosts a single ally's movements to be more fluid/graceful for as long as Nysa is writing. Considering it would be a fight, he most likely would not be able to write for longer than 30 seconds uninterrupted (To clarify, the time limit would be 30 seconds maximum). He may not use the magic on himself.
New SQUIRE Magic: While concentrating upon his weapon, if he touches an opponent with the tip of the seashell Sabre, this magic takes away some of the opponent's grace. The opponent would be more prone to tripping up on their own feet and less likely to dodge attacks. The effect lasts for 30 seconds.

Current KNIGHT Magic: The magical property is stronger, but it still can only be channeled when going through the motions of graceful lettering. It now boosts his own movements as well as an ally's movements to be more fluid/graceful. Regardless of how long he goes through the motions, this boost lasts for 45 seconds flat. It is an ever so slightly more powerful boost, but it's not enough of a difference to be noted (the main difference is the number of people affected and the amount of time they are affected)
New KNIGHT Magic: While concentrating upon his weapon, if he touches an opponent with the tip of the seashell Sabre, this magic takes away some of the opponent's grace. The opponent would be more prone to tripping up on their own feet and less likely to dodge attacks. The effect now lasts for 45 seconds.

Summons Creature: A large swan-like bird with very minor differences in anatomy to a swan. (She takes up the full horse-size)
Summons Ability: The summon is a peaceful sort and will never outright attack. She herself can fly, but her body cannot support the weight of another individual, so she cannot be ridden.
Swan Song ~ The summon sings out a beautifully sad song, but it is meant as a last resort. Any who hear the summon's song (whether ally, enemy, or even Nysa himself) will be struck with incredible grief. Those who are closest (within 10 feet) will not be able to block out the sound very readily, but those who are further away can still potentially hear it, but it is more likely that they can block out the sound as well. All who hear the song will find themselves down on their knees. The summon dismisses herself after the song, essentially "killing" herself, but those affected by the song will still remain grief-stricken for 45 seconds (stage 1-3) or for 25 seconds (stage 4) after the summon dismisses herself. (OOC Note: think of this as Pokemon's "Perish Song" in a way)

LizzyMoo

Rainbow Senshi


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PostPosted: Fri Mar 01, 2013 9:46 pm


Troy Squire of Chronos

Current SQUIRE Weapon: At this stage, the twig is significantly longer, growing into a branch. Troy Squire can smack people with it, but it isn't very thick and too much force can snap it until it is re-summoned.
New SQUIRE Weapon: At this stage, the twig is significantly longer, growing into a wooden branch-like baton roughly two feet long. It is thicker than before, so Troy Squire can smack people with it without it breaking.

Current SQUIRE Magic: When Troy Squire concentrates on the weapon, a thin layer of bark-armor grows on some areas of his body (shoulder pads, elbow pads, gauntlets, chest plate, groin plate, knee pad, ankle plate of bark). This protects him from some physical attacks and as this channels his energy he can keep it active for up to forty seconds, but his concentration can easily break. He is able to move and attack in this state, but is fatigued and can move at the pace of waddling.
New SQUIRE Magic: N/A - No Changes

Current KNIGHT Weapon: At this stage, the branch is even longer, about the size of a staff. Troy Knight can smack people with it effectively.
New KNIGHT Weapon: At this stage, the branch is even longer, having now become a wooden quarterstaff. It is fairly decorative, and Troy Knight can smack people and block most physical attacks with it effectively.

Current KNIGHT Magic: When Troy Squire concentrates on the weapon, a thick layer of bark-armor grows on his body, giving him the appearance of a tree. During this time, everything from his waist down cannot be moved as he is rooted to the ground. Likewise, it is very difficult to knock him over. This protects him from both physical and magical attacks. He can channel this magic for up to twenty seconds, but a magical attack would break his concentration. He can move his body from the waist up, but movement is limited especially without use of his lower half, his swings and punches can be easily avoided.
New KNIGHT Magic: N/A - No Changes

Summons Creature: An Arabian breed horse. (Note: Troy's wonder was a stable for chariot racing horses.)
Summons Ability: The summon is capable of moving at very fast speeds to make a quick escape from battle when Troy is mounted. The high speeds make him evasive to incoming attacks, although he moves too quickly to accurately make any attacks of his own during this time. He is able to carry one additional passenger when mounted.
PostPosted: Sun Mar 03, 2013 10:25 am


Iris_virus
Bimini Squire of Cosmos

Current Weapon: A fair sized metallic bowl filled with water
New Weapon: Same/no changes

Current Magic: Bimini must use his hand to splash some of the water out at the target. The target will receive a minor burst of energy or if they are injured a slight dulling of pain ((similar in strength to vicodin)). For the most part this can be used up to three times, depending on how much water has been spilled via other movement. The bowl can also be thrown or used as a shield in a last ditch effort
New Magic: Same/no change

Knight Weapon: A large metallic water carrying jug held in one arm
New Weapon: Same/no changes

Knight Magic: Bimini must pour some of the water out onto the target, with the amount of water corresponding to the amount of 'rejuvenation' the target receives. The strongest effect (by using most of the vase's water) allows Corey to rejuvenate one target to how they felt before the battle began once per battle. Energy is entirely restored and the pain from injuries erased ((similar in strength to oxycontin)), but not actually the injury/wound itself. Because the wound is still there the target can wind up in some trouble if they overexert themselves without realizing it. The jug can be tossed or used a shield in a last ditch effort
New Magic: Same/no change

Summons Creature: A normal sized buck. It has white fur and silver antlers/hooves that shimmer like Cosmos knights
Summons Ability: Lowering his head the buck charges the enemy of Bimini's choice. If hit one doesn't feel the sensation of the antlers but is instead hit with a solid knockback effect that causes minor pain and can leave them momentarily disoriented enough to see figurative and literal stars as they try to get up. May also be ridden for brief moments instead of attacking if chosen.


Approved.

nessy

Cuddly Hunter


nessy

Cuddly Hunter

PostPosted: Sun Mar 03, 2013 10:45 am


Iris_virus
Summons Creature: A sheep-sized porcupine. Visually speaking looks a little bit like a Shaymin. White fur with green spines, has a few small flowers mixed in among the quills.
Summons Ability: When the porcupine curls up in a defensive ball Concordia is temporarily covered in an ethereal prickly shield of her own. While in the sheild she cannot attack or even move. This works only on her.


Summons approved.
PostPosted: Sun Mar 03, 2013 10:47 am


Guine
Summons Creature: An eagle, a cross between a harpy and a golden. Variation of a Lightning Bird and/or Zapdos.
Summons Ability: Able to conduct electric current, on her master’s order she is capable of causing mild to moderate electric burns from just flying overhead or close by. Her beak and talons can also cause moderate flesh wounds, combined with a jolt of electricity, leaving her victims with electric burns, seeing stars, and their hair probably on end.


The creature is fine but can you please narrow down to one actual physical attack, either the burns or the flesh wounds? Please requote me with changes, thanks!

nessy

Cuddly Hunter


nessy

Cuddly Hunter

PostPosted: Sun Mar 03, 2013 10:49 am


LP
Summons Creature: Cerberus - A white three headed dog, about the size of a horse.
Summons Ability: Fire Breath - a semi-magical attack the closer to the dog the stronger the burn - if you're in biting range it's a 1st degree burn(?) the further away from the breath the less severe the burn is.


The creature is great but please keep in mind that magic is supposed to be related to your planet and your planet's concepts. This would be a fantastic attack for a Mars knight but not a Saturn one. Perhaps there could be a breath attack having to do with decay, perhaps a shadowy breath that burns at your eyes and makes it hard to see? I love the idea of a breath attack, just a different effect please.
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