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[INFO] Knight Powers and Abilities - 2.0! [Archived]

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The Space Cauldron

Captain

PostPosted: Sat Feb 23, 2013 8:07 am


Please see the Knight Information thread for current info on the faction!


Note: While we are now allowing more offensive-type weapons, there is a level of offensiveness that will not be permissible. Blunt weaponry of massive size or density or any bladed weaponry is not acceptable. Blunted or magical arrows and other projectiles are acceptable, but any arrow with a pierced arrowhead is not allowed.

Please realize that we are going to be doing weapons on a case-by-case basis in conjunction with magic and summons so as to make sure that everything is well-balanced.

Weapons

First Stage

  • You have a simple, non-magical weapon that may be good for self-defense in a pinch, but primarily serves as a means for training. It is made of weak types of wood.
  • This weapon can be more useful than current first stage Knight weapons. Think staves, thin clubs, weak shields, or you can have an item that is less useful than current first stage weapons if you so choose. We wanted to provide more options, not less.


Second Stage

  • Your simple weapon has now evolved into a more useful object that you will use in battle.
  • This weapon cannot be made of stone/crystal nor metal at this stage. It can, however, be made of more dense and less breakable wood than it would have been in the previous stage.


Third Stage

  • Your weapon is now more efficient and useful in battle. It may now be made of metal, stone/crystal, or heavy wood.

Example: Lady Page uses a hard plastic canoe oar as her useless weapon in first stage. In second stage, Lady Squire's plastic canoe oar is now a wooden one. In third stage, lady Knight's weapon is now an intricately designed metal mace for offensive.

Materials Note: Please also be aware that a weapon made of stone/crystal will be heavier than those made of most metals, and those made of metals heavier than those made of most woods. This will slow your character down so if you are hoping to be a speedy fighter you might not want to go with a giant stone/crystal shield or a giant stone/crystal stave.

Also if your weapon is an item that is not going to be used as a weapon, the materials rules are not as strict. You should, however, note that this is not an item that will be used as a weapon when you are applying for a stamp. A good example would be Valhalla's gyrocompass which has always been metal but never once been used as a weapon.
PostPosted: Sat Feb 23, 2013 8:08 am


Magic

  • Magic may now be offensive or defensive.


First Stage

  • Your magic is not yet useable.


Second Stage

  • You can now channel magic through your weapon in order to help you in battle.
  • Your magic must fit the theme of your planet. The effect can be whatever you can think of within the parameters of offensive or defensive magic but the appearance must fit the theme of your planet.
  • This magic has an energy pool rather than one time casting; it is also an active channel so you do not have to be standing still in order to cast. It is, however, much easier to do standing still.


Third Stage

  • The magic you learned at Squire stage is now greatly enhanced with a larger magic pool than previous.

Example: Because he has a highly defensive weapon, Lord Squire has discovered that he can channel through his shield to use a gust of air to push people off of their feet. It's not very strong though and can't be channeled for too long. In his third stage, Lord Knight's gust of air is much stronger, sweeping people onto the ground, as well as an extended magic pool to allow him to channel this for longer/more frequently.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Feb 23, 2013 8:09 am


Weapon and Magic Overlap

This is something that we've been hearing concerns about throughout the entire process of working on this 'patch' for the knights, so we are addressing it here. In your first stage, odds are there are going to be a lot of overlapping weapons that may or may not stop overlapping as the characters advance. Here are some things to think about in this case!

  • Vary the design of your weapon! Perhaps have carvings that make it very unique to your character be carved into it. Symbols, small pictures, colors! A Mercury page would not have the same stave that a Jupiter knight would, for example. They would clearly look different. Perhaps a Mars Knight and Venus Knight both have bows, but the Venusian Knight's is more intricately designed, the arrows themselves being physical versus magical ones.
  • Also think of the fact that if several knights are from the same planet, it would be very interesting for them to have a unified weapon and fighting style. More flavor, but totally optional depending on how you feel.
  • Magical effects are already overlapping and are going to continue to be okay. Several people can have the same magical effect though we should try to vary it up some!
  • The only time overlap is going to become a problem is when the weapon and magic are identical for two characters.
PostPosted: Sat Feb 23, 2013 8:09 am


Summons

Though this is not yet part of the shop, it will very soon be. It is integral to the balance of weapon and power thus we are releasing it now so that when you resubmit your character for approval, you will include the form and power of your summons.

What is a summons? It is the familiar/spiritual aide of a third-stage knight that can be summoned to fight at their side in a battle. Similar to how the Negaverse may call upon youma to aid them, so also may knights call upon their spirit creature to aid them.

What is it? --

  • Each summons will be housed in an item specific to that knight. For example a gem that can be set into a pendant, ring, or brooch, a belt buckle, a small carving, anything that can be worn on your person can house a summons. It should be an item that is significant to that knight for whatever reason you devise.
  • A summons is unlocked by a personal quest done at your wonder. We will have more details soon to be edited into the official post but how it will work is similar to this:
    - Lady Knight feels a powerful 'something' lurking about their wonder. It's not malicious.
    - While discovering or exploring their wonder, they find something that is important to them.
    - It is there that you find the item that houses your summons.
    - Congratulations, you've unlocked summons! It may be more complicated or less complicated but this is the general idea. If you are working on your summons quest it should be no more than two or three RPs/solos and must be marked by the [QUEST] tag in the Deep Space forum. These do not count for your monthly visit total so you can do them as fast or as slow as you'd like.
  • You cannot do this quest until your character is at the third stage of their progression aka knight stage.
  • A summons is spiritual in appearance. It is more solid than transparent in appearance but should someone try to attack it, it is very solid in being. It cannot pass through walls or people. Think of a patronus from the Harry Potter series, if you need a visual as to how solid it would look.
  • A spirit creature may not be larger than an average horse in weight or size. Otherwise there are no limits as to what this spirit creature may be. Horse, dragon, falcon, rabbit, unicorn, hippogryff. Again, this should have significance to the knight! You are probably thinking 'But guys, dragons are bigger than houses!' but that's why we say it cannot be larger than you. For example, say you really want an elephant. Well, okay, but that elephant cannot be of greater height or mass than an average horse.
  • Depending on the size and nature of the creature you may ride them, be carried, or have someone carried as long as the magic remains. This will not be more than a minute, ever.
  • Summons magic must fit the theme of your planet. The effect can be whatever you can think of within the parameters of offensive or defensive magic but the appearance must fit the theme of your planet.
  • Summons do not have any intelligence above that of typical canine intelligence. They can obey commands, they can perform simple tasks, but that is the limit of their ability.
  • Each summons has a magical power that compliments your knight's current magic. How?
    - If they already have offensive magic this power must be defensive.
    - If you already have defensive magic this power may be offensive or defensive as you choose.


Battle Properties --

  • This summons uses your magic pool as if you were channeling your knight's personal magic. It will last no longer than your magic would. If you are channeling your magic and your summons at the same time, you will only get half of the use out of each.
  • Summoning your summons gives you 10 extra seconds of magic pool power.
  • Summons may only be used once per battle unless you are in a shop-run event and the GMs have said otherwise.
  • Summons may be ‘defeated’ in battle and must then take time to recharge, usually about three IC days, before they can be used again. Be wary!
  • Summons, when summoned at your wonder, do not drain your magical pool.
  • Summons may only be used while powered up. You can use them in battle, at your wonder, or just hanging around having a good time but they should not be used while powered down. If you power down while a summons is out, it will vanish.


The Space Cauldron

Captain

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