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Meighei


Bishoujo-senshi Mahou-shoujo

PostPosted: Tue Jan 03, 2017 8:30 am


MINOR REVISION
Character Name: Erytheia of Cosmos
Reason for Revision: Change in weapon progression for future stages; appearance only (does not affect approved attacks)
Revisions Requested: Bird Cage Incense Burner with Chain (page) > Staff with Bird Cage Incense Burner on Chain (squire) > Kyudo Bow with Chain attaching to Bird Cage Quiver (knight)

APPROVED
PostPosted: Mon Jan 09, 2017 8:24 pm


MINOR REVISION
Character Name: Metis
Reason for Revision: Changed Eternal attack, and strengthened her Basic and Super attacks slightly
Revisions Requested:

Old Eternal:

Eternal Senshi Attack:
xxxxxxxxVisions of War
Visual:
xxxPressing her fingers to the sapphire eye in her tiara and speaking the name of the attack, she pulls one to two gold coins hanging from her blindfold and flicks them at up to two of her allies. The coins need only brush against the allies for the attack to activate. The coins themselves glow teal upon contact before vanishing into the targets.
Effect:
xxxOnce the coins vanish into Metis' allies, they are gifted with a version of her second sight. For 25 seconds they are able to see faint copper auras coming from their opponents that hint to possible attacks they could be using in the immediate future--a 2 seconds ahead warning. She can choose to target one or two allies at once, however the number of targets does not affect the times on the attack.
Downfall:
xxxThe coins must actually come into contact with their target, so if they move too quickly or are knocked out of the way it's tough luck. If the opponent is the type to strategize, actually plan their movements in battle, their aura will be a little more clearly defined to Metis' allies in how their opponents intend to move, giving them a greater advantage. Should they be the type to attack in the heat of the moment, however, the aura will be very undefined and flickers of energy at best - at worst, they would see multiple faint auras moving at once, each being a potential movement their target is about to make. In those moments, it is up to the ally themselves to guess how their opponent intends to act, and respond accordingly. After 25 seconds the attack ends and the auras fade. Metis is only able to use this attack once per battle.


New Eternal:

xxxVisions of War
Speaking the name of the attack, Metis' hands began to glow with a soft teal light. Putting her thumbs and index fingers together, forming a triangle between her hands, she touches the target over their forehead--preferably, however due to her height the target can also be touched on their chest--leaving behind a mark that looks like a half-lidded eye, glowing teal. Even if the target has a mask, headdress, fur, or something else covering their forehead or chest, the magic will still take effect. For 40 seconds the target begins to see a vision of a possible future overlay on the world around them from their third eye, disorientating them and likely blurring the battle around them. However, it is not a completely opaque scene, so the target will still be capable of seeing danger around them, albeit possibly distracted by the contents of the vision. The exact contents of the vision are up to the player, and if the player wishes if the target is subjected to a possible future that contains injuries or some other cause of pain, the target would feel it as they experience the vision, however the pain would only be in their minds, and no lasting damage would occur. After the 40 seconds, the vision fades away. She is only capable of using this magic once per battle.



Old Basic:

xxxxxxxxMind's Eye Flare!
Visual:
xxxPlacing her hand over the gem in her tiara, the sapphire begins to glow a multitude of different colors until condensing into a white "orb." She then takes this "orb" and flings it at her opponent, striking the single target many times as the orb splits into various, smaller, orbs.
Effect:
xxxThe bright flash would cause temporary blindness and disorientation. The blindness lasts for 5 seconds and disorientation lasts for 10 seconds.
Downfall:
xxxIf someone sees the orbs coming, they need only move out of the way for the move to miss and Metis is down a use. There is a cool-down of a minute before she is able to use her attack again, and is able to use this attack only twice per battle.


New Basic:

xxxxxxxxMind's Eye Flare!
Placing her hand over the gem in her tiara, the sapphire begins to glow a multitude of different colors until condensing into a white orb. Flinging the energy orb at a single target, the orb shatters upon contact in a bright flash. The flash causes temporary blindness and disorientation, accompanied by a jumble of voices and fragmented images of events that have yet to pass (and might not ever), that last for 15 seconds. Metis may only use it three times per battle.


Old Super:

xxxxxxxxMind's Eye Vision!
Visual:
xxxLike before, hovering her fingers above the gem on her tiara, orbs of various colors flow out of the sapphire, slowly condensing into one large white orb which she then flings at a single target. The orb remains whole as it flies out to the target, only to vanish into them without a trace.
Effect:
xxxOnce the orb vanishes into the target, they would find themselves bombarded with unintelligible, jumbled, and all around random visions of... the future? The visions in their head would come in such a rapid succession that focusing on the present could be quite difficult, though not necessarily impossible. The visions last for 10 seconds.
Downfall:
xxxLike before, they need only see the attack coming and move out of the way for them to avoid it. There is a cool-down of two minutes before she is able to use the attack again, and is only able to use her attack twice per battle.


New Super:

xxxxxxxxMind's Eye Vision!
Hovering her fingers above the gem on her tiara as she speaks the name of her attack, orbs of various colors flow out of the sapphire, slowly condensing into one large white orb which she then flings at a single target. The orb remains whole as it flies out to the target, only to vanish into them without a trace. Once the orb vanishes into the target, they would find themselves bombarded with unintelligible, jumbled, and all around random visions of... the future? The visions in their head would come in such a rapid succession that focusing on the present could be quite difficult, though not necessarily impossible. The visions last for 20 seconds. Metis is only able to use her attack twice per battle.


APPROVED

Kaefaux

Alien Senshi

19,650 Points
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Skye Starrfyre

Magical Lunatic

20,775 Points
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PostPosted: Sat Jan 21, 2017 9:34 pm


MAJOR REVISION
Character Name: Cordelia Carden / Sailor Corvus
Reason for Revision: Character has been in play since 2009 and has gone through a considerable amount of character development since then. Hobbies, Virtues and Flaws have updated to reflect currently take on the old faves.

Basic & Super attack changed with Eternal attack tweaked. Permission to revise things granted by Kyu back in late May/Early June 2016 (just now getting around to shining things up after being super busy for way too long between work/home).

If changes to attacks are approved I would like to discuss how the IC changes come about with someone! Potentially tying it to finally connecting with her home world? Idk!
Link to Old Profile: http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=17699521#218516773
Link to Revised Profile: http://www.gaiaonline.com/guilds/viewtopic.php?t=25074701

APPROVED
PostPosted: Sat Jan 28, 2017 3:27 pm


MINOR REVISION
Character Name: General Wolfeite
Reason for Revision: I believe his youma abilities to be very underpowered and underplayed for someone of his personality and his abilities. (I also misread the youma thread when youmafying Wolfeite.)
Revisions Requested:

CURRENT ABILITIES:

  • Superior Night Vision - Wolves in general have more visual acuity in the dark, and Wolfeite will follow along in this.

  • Howl - Wolfeite lets out a resounding howl and the force of it causes a disorienting ringing sensation through his opponent's head. It's painful, but not agonizing, and will probably leave a bit of a headache. This lasts approximately 20 seconds.


REVISED ABILITIES:

  • Blackout - Wolfeite's body has taken on more wolf-like tendencies such as clawed hands, extended fangs, and a stronger jaw which enhances his bite, along with a better sensitivity to seeing movement and color at night or in the dark. His body adapts to and naturally deepens shadows as he moves, allowing him better cover and better vision when he works at night. This does not work well or at all in places that do not have shadows or in the light.

  • Howl - Wolfeite lets out a resounding howl and the force of it causes a sense of paralyzing fear that is stronger the lower ranked you are. For twenty seconds, the opponent will experience any, some, or all of the side effects of abject and complete terror - paralysis, nausea, dizziness, lightheadedness and a stinging pain in the head. This terror will keep them occupied and sometimes unable to move until the magic breaks. The stronger the target, the less effective it is.


APPROVED

kuropeco

Dramatic Marshmallow



Infinities


Sexy Sex Symbol

35,140 Points
  • Magical Gems 500
  • Battery 500
  • Gaia Artist Alley Box Achievement 500
PostPosted: Sun Jan 29, 2017 6:17 pm


MINOR REVISION
Character Name: Titanite
Reason for Revision: Captain & General weapons were never finalized for her progression when she was approved for play
Revisions Requested:
Captain - art - Her weapon remains her gloves; the little punchy spikes added to the knuckles. There are no magical properties.

General - art - Her weapon is still her gloves. The magic on her gloves is now a saltwater effect- when she scratches the enemy, making a wound in skin or in fuku, the ensuing cut gets cold and damp, and on flesh feels like salt being rubbed into the raw skin. This is a minor effect, but as she has a light weapon and can theoretically make several cuts in a 'round' due to the spikes on her gauntlets, it can become very painful for the enemy very fast.

APPROVED
PostPosted: Mon Feb 06, 2017 10:15 pm


MINOR REVISION
Character Name: Sailor Victoria
Reason for Revision: His original attacks have hardly ever been used, even when he was on a team (out of 73 rps he's only used his attacks 4 times that I can find). So I'd like to change them so that he can be more useful and valuable to the negaverse!
Revisions Requested:

Original Attacks
Quote:
    Sailor Scout Attack: Glow of Glory
      Sailor Victoria calls his attack and a small warm glow comes over a chosen ally, accompanying this glow is the allowance of the targeted ally to use one more attack. Sailor Victoria points towards his target and they gain the soft glow, however the extra attack they can use no matter their stage is a base level attack.


    Super Sailor Scout Attack: Halo of Glory
      Sailor Victoria calls his attack and a small warm glow comes over a chosen ally, with this glow is the allowance of using another attack. This time when Sailor Victoria picks his target if they are a senshi that is super or above they can choose to use their second level attack or basic attack.


    Eternal Sailor Attack: Eternal Glory
      Sailor Victoria calls his attack and a warm light beam with a radius of (3 meters) any allies in this beam of light begin to feel the warmth of glory. Accompanying the warmth this time is the feeling of stamina being recovered. This aids Victoria’s allies in long battles by removing some of the fatigue.



Revised Attacks
* * * New attacks are based off Biotic Charge from Mass Effect


    Basic Sailor Attack: Charge of Glory!
      Victoria casts his magic and is given a glorious boost. To use the magic, he calls the attack name and must then run around the battlefield to power up. The more he runs, the faster he gets (up to 1.5x his normal speed). The magic lasts for 20 seconds, during which time he must both build up energy the energy and attack a target to avoid recoil. When he has collected enough energy, he will begin to glow; he can release the energy in the form of a powerful punch capable of throwing his opponent back a few feet. If he does not release the energy within the 20 seconds, it will backfire and the energy will hit him. This attack can be used twice.


    Super Sailor Attack: Super Charged Glory!
      Victoria casts his magic and is given a glorious boost. To use the magic, he calls the attack name and must then run around the battlefield to power up. The more he runs, the faster he gets (up to 1.5x his normal speed). The magic lasts for 20 seconds, during which time he must both build up energy the energy and attack a target to avoid recoil. When he has collected enough energy, he will begin to glow; he can release the energy in the form of a powerful punch. This punch sends a wave of energy through the air in the form of a three foot cone and does not have to make contact with an opponent to knock them back a few feet. If he does not release the energy within the 20 seconds, it will backfire and the energy will hit him. This attack can be used twice.


    Eternal Sailor Attack: For Glory or Death!
      Victoria casts his magic and is given a glorious boost. To use the magic, he calls the attack name and must then run around the battlefield to power up. The more he runs, the faster he gets (up to x2 his normal speed). The magic lasts for 30 seconds, during which time he must both build up energy and attack to avoid recoil. When he has collected enough energy, he will begin to glow; he can release the energy in the form of a powerful shockwave. He must punch the ground in order to do this and a wave of energy will shoot outwards for eight feet in every direction. For everyone caught within the radius, they will feel as though they have just been struck with a powerful blow that sends them flying back a few feet and may also result in them feeling dazed/confused/winded for up to 15 seconds after the shockwaves are released. Players may choose to have effects last for longer, as well as choose to take on more extreme damage (such as sore muscles or fractures).





APPROVED

LP

Kawaii Bear

29,500 Points
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Kyuseisha no Hikari

Crew

Dragonslaying Dragon

PostPosted: Fri Feb 10, 2017 12:58 pm


Orangeish Sherbert

MINOR REVISION
Character Name: Newgrange
Reason for Revision: I wanted to change his Knight Weapon from the previously approved one from his original stamping; I submitted a plot that would explain the drastic change in weapon from Squire to Knight. This plot was approved and the solos have been posted, so just posting this for clarity! The Knight magic has not changed beyond being reworded and changed from 35 seconds to 45 seconds of use.
Revisions Requested:

Previous Weapon and Magic:
Quote:
A pair of studded leather gloves with the same power as in stage two, however instead of the tremors expanding out in a circular manner from the epicenter in only five feet, it has grown to eight. Due to the increase in the area of effect, Arias is able to attack the ground near an enemy without being too close and giving him a bit more distance from them. The increase in magical stamina will allow the duration of his magic to be used for thirty five seconds, though he doesn’t have to expend all his energy during one attack in battle and can instead use his magic whenever he’s sees fit for however long he sees fit until his thirty five seconds expire.


New Weapon and Magic:
Quote:
A ten foot whip; this weapon was recovered from his Wonder and was intended to be used for training purposes. It is capable of doing blunt force damage but not slicing the skin (unless the player wants to take on extra damage). When using his magic, he has the ability to create tremors within a eight foot range with an epicenter wherever the whip makes contact with the ground. Powerful, constant tremors continually pulse from the epicenter until the magic is expended; he has a magic pool of forty five seconds. This magic does not actually split the ground and causes no permanent damage to the environment. While rocky protrusions may occur, these are magical and disappear when the magic is not being channelled. The magic is best used to stall or disorient an opponent, as the tremors only mimic the shaking of the earth and don’t cause any sort of physical damage on their own.

Approved!
PostPosted: Thu Feb 16, 2017 6:21 pm


MAJOR REVISION
Character Name: Ember, a Mauvian
Reason for Revision: Her concept changed between when I first quested her and when I won her artwork
Link to Old Profile: Both are linked in the new quest thread
Link to Revised Profile: HERE

APPROVED

ZaiaFantasy

High-functioning Garbage

24,800 Points
  • Married 100
  • Perfect Attendance 400
  • Unbreakable Bond 150

AstoriaFallen

Winter Wolf

PostPosted: Wed Mar 08, 2017 10:10 pm


AstoriaFallen
Looks good! Have fun!


MINOR REVISION
Character Name: Kiviuq, Senshi of the Arctic
Reason for Revision: Update to her original attacks. I've found that while I thought they seemed useful and neat at the time, they don't really work for me and are making it hard for me to interact her.
Revisions Requested: see below

Original Attacks:


Sailor Scout Attack: Kiviuq's Arctic Armor
Like an arctic creature shielded in ways that seem almost magical from their harsh environment, Sailor Kiviuq summons actual magic to shield herself from the harsh battle in the form of an aura. It only radiates a couple of centimeters from her skin. Those close enough to touch her might feel a warm ruffling sensation almost next to her skin, something like warm air or fur, but the actual effect of the magic is to shield her against attacks. Attacks of her level are impacted most, higher level attacks are likely to get through at a mildly reduced rate. Attacks that are composed of heat will have the easiest time breaking through the barrier as they are a weakness to her. Can be used 2 times per battle for a duration of 20 seconds per casting.

Super Sailor Scout Attack: Kiviuq’s Arctic Shield
Sailor Kiviuq says the name of her attack while she's within a two foot radius of another Ally. As she does this the Aura covers both herself and the allied member she's focused on. The aura only radiates a couple centimeters from either persons skin. This will shield herself and her ally against attacks. Attacks of her level are impacted most, higher level attacks are likely to get through at a mildly reduced rate. Attacks that are composed of heat will have the easiest time breaking through the barrier as they are a weakness to her. Can be used 2 times per battle for a duration of 30 seconds per casting.

Eternal Sailor Attack: Kiviuq’s Arctic Barrier
Sailor Kiviuq says the name of her attack while she's within a 10 foot radius of other Allies. As she does this the aura covers both herself and no more than three allies she's nearby. This will shield herself and her allies against attacks. Attacks of her level are impacted most, higher level attacks are likely to get through at a mildly reduced rate. Attacks that are composed of heat will have the easiest time breaking through the barrier as they are a weakness to her. Can be used up to 2 times per battle for a duration of 40 seconds.


Updates:

Sailor Scout Attack: Kiviuq's Arctic Wind
Sailor Kiviuq summons a magical blast of arctic wind and snow towards an enemy. The blast spreads in a ten foot cone in front of her. The wind is strong enough to knock people off balance but is cold enough to cause extreme discomfort. Skin may feel dry and cracked or go numb for the duration of the magic. This magic can be used three times and last for twenty seconds per casting.

Super Sailor Scout Attack: Kiviuq's Arctic Blast
Sailor Kiviuq summons up to two magical blast of arctic wind and snow to target up to two enemies at once. If there is only one target, only one is summoned. The blasts spread in a ten foot cone in front of her and the wind is strong enough to knock people off balance. This time, frosty ice crystal are also blown and the magical gust is cold enough to cause magical frostbite in addition to the extreme discomfort, dry and cracked skin, or numbness caused by the previous magic. Can be used two times per battle for a duration of thirty seconds per casting.

Eternal Sailor Attack: Kiviuq's Arctic Gale
Sailor Kiviuq summons up an icy gale that blows in a ten foot radius around her. While the wind and chill buffets people in range the real thread are the thirty arrows that are also being propelled in the wind and, if they strike someone, it will sting but cause no puncture damage--however the area it hits will become numb and hard to move and/or suffer from the effects of frostbite within two inches of where the arrows hit. The arrows will also affect the area around them that is struck causing the ground to become frozen and slippery. Can be used twice per battle for a duration of twenty seconds per casting.

Approved!
PostPosted: Mon Mar 13, 2017 11:40 am


Lucifer Force

MINOR REVISION
Character Name: Eternal Sailor Kallichore
Reason for Revision: After playing her for, like, six years, her basic and super attacks feel way too underpowered. I’d like to rewrite them to sound less… clunky (basically update the description and make it easier for others to interact with the attack, not change what the attack does) and increase the frequency of uses to 2 each (instead of once each). I’d like to keep the Eternal attack the same, but rewrite the description and change it from being single-target to being an AoE. (This makes it more dangerous, but also more fun, since Kalli ends up getting close to opponents anyway, an AoE makes more sense.)

I’d also like to swap out her “intolerant” flaw for “detached”, reflecting the mental and emotional changes she’s undergoing during her transcendence plot.
Revisions Requested:

Attacks and revisions under the spoiler:
Sailor Scout Attack: Pulse of the Maddened!
OLD: Like someone suffering from psychosis, the target has an auditory hallucination. They begin to hear voices that aren't there. The amount of voices varies from person to person, but overall, the voices are loud, distracting and sometimes derogatory and can argue with one another. In essence, it's an attack intended to distract or disturb the target.

NEW: Kallichore afflicts the target with auditory hallucinations. If they are voices, they are distracting, disturbing and are very real for the target experiencing them. Some examples include: loud screaming from people the target knows, derogatory whispers or an overall din of multiple conversations taking place simultaneously. Other auditory hallucinations could include: gunfire, a monstrous roar, rushing water or air horns.

Kallichore can hit allies with this attack.
The effects last roughly 30 seconds and can be used once(OLD) twice(NEW) per battle/day.
The projectile has a short distance (maybe 15-20 feet) and looks like heat waves through the air.


Super Sailor Scout Attack: Surge of the Maddened!
OLD:An upgrade of the previous attack. The target begins to hear voices and see people, objects or animals that aren't there. The amount of voices or visual hallucinations varies from person to person. The visual hallucination is supposed to be "real" for the target. This means that objects (rocks, other people, animals) can be interacted with and can interact with the target. The effect lasts roughly 30 seconds and winds down, though some residual effects could be experienced to a much lesser degree (like hearing whispers after the 30 seconds is up).

NEW: Kallichore afflicts the target with both auditory and visual hallucinations. These hallucinations are very real to the target experiencing them. The visual component of the attack can be interacted with, and the target can perceive the hallucination to be interacting with them as well. Some examples include: an elephant stepping on you (with perceived intense pain), a tiny circus that seems incredibly fascinating and much louder than its size would allow, the floor turning to spiders, or your closest friends’ severed heads floating in midair in a ring around you. (All of these examples were created by other players). Some residual effects may be felt to a lesser degree after the 30 seconds are up.

Kallichore can hit allies with this attack.
The effects last roughly 30 seconds and can be used once(OLD) twice(NEW) per battle/day.
The projectile has a longer distance (maybe 25-30 feet) and looks like heat waves through the air.

Eternal Sailor Attack: Glorious Crimson Mania!
OLD: The most powerful hallucination in her arsenal, the Crimson Mania attack delves deep into the target's mind. In addition to having auditory (voices) and visual (seeing objects/people that aren't there) hallucinations, the target then has severe tactile hallucinations - most specifically, formication. Formication is the medical term for the sensation of bugs crawling on or under the skin. This hallucination triggers the target's itch reflex and causes them to feel the overwhelming urge to scratch themselves. This attack is intended to overwhelm the target's senses and cause them to potentially self-injure with the amount of scratching or clawing the effect might trigger. The effects taper off after 30 seconds, though residual effects could still be felt.

NEW: Kallichore afflicts the target(s) with three types of hallucinations simultaneously - auditory, visual and tactile. All hallucinatory components of this attack are very real to the sufferer(s). Tactile hallucination examples include: the sensation of bugs crawling under or on top of the skin (which can trigger an intense scratching reflex), holes opening up in the body or face with accompanying sensations, an intense burning or freezing sensation, or the visual and tactile hallucinations combined to have the target perceive that they are missing one or more limbs. Some residual effects may be felt to a lesser degree after the 30 seconds are up.

Kallichore can hit allies with this attack.
The effects last roughly 30 seconds and can be used once per battle/day.
OLD: The projectile has a large distance (maybe 35-40 feet) and looks like heat waves through the air.
NEW: The attack is a pulse, centered around Kallichore, radiating 10 feet from her in all directions. It can hit multiple people if they are within the 10 foot radius.


Old and new flaw under the spoiler:
OLD: Intolerant - One thing that gets under Christa's skin is fighting. Not fighting of enemies, mind you, but fighting between friends and allies. Disagreements are one thing (especially if they are resolved in a calm manner), but anything else all the way to knock-down, drag-out fights that get physical or verbally abusive are disturbing to her to say the least. The best way for her to cope is to simply interject herself and either take control or diffuse the situation in one way or another. This usually involves stating her very inflexible opinion that all senshi should be allies, otherwise, they're all sitting ducks. Why would you think otherwise? (Or she would state her opinion on the matter no matter what it happens to be). She finds it hard to tolerate people who are unwilling to fight in the war. It's their destiny to do so, so why fight it? She can easily lose her patience with pacifists or others who simply do not wish to fight. Christa thinks of their power as a blessing and finds it hard to believe someone would think otherwise. People who seem to be too lazy or unwilling to solve their own problems using their resources bug her to no end. Her opinion is that if you're too lazy to solve your own problems, then you have no right to complain about it, and she will tell you this if given the chance.

NEW: Detached/Aloof - Spending so much time on her moon and undergoing transcendence, Christa has a much more detached view of the world. She would rather have Chaos come to her and be willing to receive wisdom than be an active participant in the war of propaganda. She will not shout the virtues of Order from the rooftops and will not rally citizens under the Senshi banner. To her, these more aggressive approaches end in failure and can drive people to fear at best, and deeper into the throes of Chaos at worst. In times of battle, she will defend herself and others, but she will not throw the first punch. She will not opt to seriously injure or kill a member of Chaos if it can be helped. Her actions (or rather, inaction) can be seen as passivity, cowardice or even tolerance when it comes to Chaos, with her opting not to forcibly engage more often than not. She chooses instead to dispense what she’s learned and let others make their own decisions. In civilian life, family drama, deaths and other serious issues don’t seem to phase her as much as they should. They don’t garner the emotional reaction these events would typically draw from a regular person. This can lead people to think Christa simply isn’t listening, is withdrawn or just doesn’t care.


Thank you guys very much!

APPROVED

Lucifer Force

Sparkling Senshi



Strickenized


Garbage Cat

PostPosted: Fri Mar 17, 2017 7:36 am


MAJOR REVISION
Character Name: Isaiah Zähne / Scholomance
Reason for Revision: These are changes that developed in light of many adverse circumstances. The updated profile reflects his character growth through the events of the last six months or so. Some changes were necessitated due to a physical incapability of continuing them.
Link to Old Profile: [ xxx ]
Link to Revised Profile: [ xxx ]

APPROVED
PostPosted: Wed Apr 12, 2017 11:40 am


MINOR REVISION
Character Name: Lieutenant Larimar
Reason for Revision: Weapon Progression
Revisions Requested:
Prior weapon progression:
Lieutenant: Blunted craft scissors
Captain: Kitchen shears, about twice Larimar's hand length, they can be pulled apart
General: A pair of blades, bearing resemblance to scissor blades

New weapon progression:
Lieutenant: same
Captain: A thin, needle-like dagger; it's slightly longer than the length of Larimar's forearm from their elbow to their wrist. Upon piercing skin, the area around the wound begins to feel cold - like it's been encased in ice --and becomes red and swollen. The effect lasts for ten seconds.
General: A long, thin, needle-like blade with a 'hilt' similar to that of their Lieutenant weapon's handle. Upon the weapon piercing skin, the area around the wound will actually freeze if the blade remains within the body for more than a few seconds; upon removal of the blade, the affected area will begin to blister and itch for the next twenty seconds, as well as remaining cold.

Daekie
APPROVED

Daekie

Stellar Wildcat

23,575 Points
  • Magical Girl 50
  • Cat Fancier 100
  • Demonic Associate 100

demon_pachabel

Beloved Werewolf

PostPosted: Fri Apr 28, 2017 8:52 am


MINOR REVISION
Character Name: Cerissé Belcourt/Tantalite
Reason for Revision:
1)When I was given her, she didn't have her Negaverse weapon progression outlined at all. She doesn't have one so I'm adding what I have in mind for her.

2) Changing some wording. Trait is the same, mostly, just wording it to better fit how she's been in play.

Revisions Requested:
The Weapon

PREVIOUSLY:
Violin Bow -> None Stated -> None Stated

CHANGING TO:
Violin Bow -> Fencing Foil -> Rapier


Profile Wording

Changing:
Quote:

She's Keeping Her Distance - Cerissé is proud and distant. And she likes it that way. She is also determined to give no more of herself to anyone or anything than absolutely necessary. Oh, she knows that she could expend a bit more effort and really shine, but why should she? As far as she is concerned, no one deserves that sort of effort from her. Only her love of music drives her to strive harder and truly throw herself whole-heartedly into anything. And since people are not music, well, there's no point in letting them in or giving them more than 95%.


Quote:

Music is Better Than People - Plainly put: The music Cerissé writes and plays comes before any sort of social interaction. Ever. She cares more about her reputation and public image as a violinist than her social life. The only thing that deserves all of her attention is her violin. Her life practically revolves around it and she makes major decisions because of it. But nobody and nothing else deserves as much of her as it.


APPROVED
PostPosted: Sun Apr 30, 2017 3:16 am


MINOR REVISION
Character Name: Aliseanne Laenuleil//Super Chibi Lepus
Reason for Revision: changing her super and eternal attacks, and slightly changing her basic/upping the useage of her basic (from one to three uses)
Revisions Requested:

old attacks:


Sailor Scout Attack: Look over there/here!

Lepus tricks an opponent into feeling compelled to go chasing after what they believe to be Chibi Lepus running away from them. Once they get close enough (3-5 feet, within reaching distance), 'Chibi Lepus' turns out to be a fake, an illusionary white rabbit that promptly poofs away. This does not work from a short range- Lepus must put some distance between herself and the opponent, and relies on them not seeing Lepus while they're being tricked. It lasts for twenty seconds, and she can only use this once.

Super Sailor Scout Attack: Now look over there/here!

Same as the first, but lasts for thirty seconds and can be used twice.

Eternal Sailor Attack: Or over here/there?

Much like the first two attacks, Lepus' opponents feel compelled to go chasing after a fake version of herself. This time, though, there's two of her- both taking off in opposite directions, only to meet up and merge into one and disappear, confusing her opponents. This can be used twice, and lasts thirty seconds.


new attacks:


Sailor Scout Attack: Look over there/here!

Lepus tricks an opponent (or opponents-up to two) into feeling compelled to go chasing after what they believe to be Chibi Lepus running away from them. Once they get close enough (3-5 feet, within reaching distance), 'Chibi Lepus' turns out to be a fake, an illusionary white rabbit that promptly poofs away. This cannot be used from a short range, and the attack relies on the opponent falling for the illusion; those less susceptible to being tricked will easily see through the illusion quicker than those who are more gullible. It lasts for twenty seconds, and she can use this up to three times.

Super Sailor Scout Attack: This way!

Much like the first attack, Lepus tricks her opponents into chasing after a fake Lepus. This time, however, there's two of her- who go running into opposite directions; no matter which one her opponents choose to chase after, the two fake Lepus will ultimately meet back up with each other and merge into one Lepus, which then turns into a bunny that disappears, once her opponents get close enough, leaving her opponents confused and possibly disoriented. This lasts for thirty seconds, and can be used twice.

Eternal Sailor Attack: Behind you!

By throwing her voice to make it seem like she is where she's not, Lepus tricks a single opponent into looking behind them, where she has created a decoy Lepus, tricking them into attacking the fake. After a few hits, or after thirty seconds have passed (if not attacked), the fake Lepus 'dissolves' into a bunch of bunnies, who swarm her target before disappearing, leaving her opponents temporarily too confused to take any action, while the real Lepus delivers a sneak attack from behind in the meantime. This can only be used once.



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nyamomask


Unstoppable Rabbit

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Kyuseisha no Hikari

Crew

Dragonslaying Dragon

PostPosted: Mon May 01, 2017 6:54 pm


MINOR REVISION
Character Name: Mont Saint Michel of Saturn
Reason for Revision: Purification (Magic and Weapon approval)
Revisions Requested:

Quote:
Knight: An oversized clock hand; while it is capable of being swung around and can do blunt force damage, it cannot slash or cut. His magic affects targets (at his discretion and not based on faction) within a ten foot radius. Targets caught in the magic are trapped in an illusion where they are forced to watch the world around them wither and die; in the illusion, any biological creature rapidly age until it dies, at which point it will appear to crumble and decay. Inorganic objects, such as buildings, will appear to dilapidate as the magic progresses. The magic appears in the target’s head rather than the environment; if someone leaves the radius the magic stops and if someone enters the radius they will be affected. This can cause a sense of fear or anxiety; the illusions may cause an extreme disconnect and be mentally jarring. The illusion may also make the target physically feel as though they are dying. The magic can e channeled for 45 seconds and there are no lingering affects unless the player wishes to have residual flashes or hallucinations of death and decay throughout the rest of the battle.


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