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Iris_virus

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PostPosted: Sun Mar 03, 2013 8:46 pm


Guine
Valhalla Knight of Jupiter

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.)


New Magic is approved as well
PostPosted: Sun Mar 03, 2013 8:49 pm


baby_gwing
Dallol, Page of Uranus

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

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


If you're keeping the full progression exactly as it is, then this will be good to go and you're magic is approved. You don't need to post again to confirm if this is the case.

If you're wanting to change what her squire or knight weapon are then I'll need to know what those are before I can fully okay the weapon and magic. *just wasn't 100% sure from the wording*

Iris_virus

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Iris_virus

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PostPosted: Sun Mar 03, 2013 8:51 pm


ATh e a r t
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.



Weapon changes approved! Cute idea.
PostPosted: Mon Mar 04, 2013 6:09 am


o-Nessy-o
baby_gwing
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.


This is great but can you please tell me the range of this barrier? Five feet? Ten feet? Thirty feet? Really like that there is a drawback to this!


Range of the barrier will be 10 feet in width and height if that sounds reasonable..? ^^;

Iris_virus
baby_gwing
Dallol, Page of Uranus

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

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


If you're keeping the full progression exactly as it is, then this will be good to go and you're magic is approved. You don't need to post again to confirm if this is the case.

If you're wanting to change what her squire or knight weapon are then I'll need to know what those are before I can fully okay the weapon and magic. *just wasn't 100% sure from the wording*


Oops... I guess I should have made myself clear. I'm keeping her squire and knight weapons without any change at all from the original quest (i.e. Arabic coffee pot). Sorry about that... ^^;

baby_gwing

Fanatical Raider


nessy

Cuddly Hunter

PostPosted: Mon Mar 04, 2013 11:21 am


baby_gwing
o-Nessy-o
baby_gwing
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.


This is great but can you please tell me the range of this barrier? Five feet? Ten feet? Thirty feet? Really like that there is a drawback to this!


Range of the barrier will be 10 feet in width and height if that sounds reasonable..? ^^;


That does sound very reasonable, thank you. Approved.
PostPosted: Mon Mar 04, 2013 11:22 am


LP
o-Nessy-o
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.


I edited the original post


I like the limits on this and it sounds like a super-fun mechanic that anyone could have a good time with. Approved!

nessy

Cuddly Hunter



LP


Kawaii Bear

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PostPosted: Mon Mar 04, 2013 7:33 pm


Buyan, Page of Neptune

Current Weapon: Lyre
New Weapon: Page - Lyre
Squire: Zither
Knight: Koren Zither (it's longer and thiner)
*


Current Magic: When playing her Lyre Buyan gives her allies a small boost to gain relief from their wounds; in return giving her their pain. This attack lasts for thirty seconds and covers a five foot radius.
New Magic: N/A

Summons Creature:Dewgong (yes pokemon reference here) like creature. (About the size of medium dog) - ((Because of it's size I'd like if it can float a little/swim in the air so it doesn't wear itself out scooting along the ground. After all there's not always ice/snow in the city!))
Summons Ability:
- - Water Dance: The summons swims through the air seeming as if it's dancing, to collect water and then releases it in a burst towards it's target. If close enough the target feels as if they just belly-flopped into a pool of water. (With in 3 foot of the summons) the further away the less damage the attack does. (This attack can't reach a target past 12 foot.)


//edit: Thanks Nessy for the Approval on Niflhel.
PostPosted: Wed Mar 06, 2013 12:58 pm


Sleet Tempest Snape
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: his 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.


Weapons/Magic Approved

See Nessy's post @ summon

Iris_virus

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Iris_virus

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PostPosted: Wed Mar 06, 2013 1:01 pm


LizzyMoo
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.


Weapon/Magic Approved (and I LOVE that magic XD)

See Nessy's post @ summons
PostPosted: Wed Mar 06, 2013 1:02 pm


Silent Spy
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


Weapon/Magic Approved

Iris_virus

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Iris_virus

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PostPosted: Wed Mar 06, 2013 1:05 pm


LP
Buyan, Page of Neptune

Current Weapon: Lyre
New Weapon: Page - Lyre
Squire: Zither
Knight: Koren Zither (it's longer and thiner)
*


Current Magic: When playing her Lyre Buyan gives her allies a small boost to gain relief from their wounds; in return giving her their pain. This attack lasts for thirty seconds and covers a five foot radius.
New Magic: N/A


Weapon Approved
PostPosted: Wed Mar 06, 2013 1:11 pm


o-Nessy-o
Sleet Tempest Snape
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.


Fifteen feet is a bit long but twelve is reasonable, especially if this cobra is generally coiled up when not active. If you agree to the length, then the creature is fine.

EDIT: Because submit is right next to preview, how close can someone get before the will turns them back? And in general how does this affect different power levels. It should repel first and second stages with no problem but how would it compare to a fourth stage's will?


Summons Creature: Cobra
Summons Ability: The cobra would be twelve 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. Against a first or second stage opponent this would be no problem. Against a fourth stage opponent it would be something easily fought off, they would feel it, but would be able to over come it. It might give Delphi a second or two to do something.

The cobras hypnotizing ability will slowly creep up on a person as they draw closer, starting at ten feet away. By five foot away it will have fully kicked in.

(Better Nessy?)

Sleet Tempest Snape

Noble Vampire


Iris_virus

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PostPosted: Sat Mar 16, 2013 6:31 am


LP
Summons Creature:Dewgong (yes pokemon reference here) like creature. (About the size of medium dog) - ((Because of it's size I'd like if it can float a little/swim in the air so it doesn't wear itself out scooting along the ground. After all there's not always ice/snow in the city!))
Summons Ability:
- - Water Dance: The summons swims through the air seeming as if it's dancing, to collect water and then releases it in a burst towards it's target. If close enough the target feels as if they just belly-flopped into a pool of water. (With in 3 foot of the summons) the further away the less damage the attack does. (This attack can't reach a target past 12 foot.)


Summon Approved
PostPosted: Sat Mar 16, 2013 6:32 am


Sleet Tempest Snape
Summons Creature: Cobra
Summons Ability: The cobra would be twelve 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. Against a first or second stage opponent this would be no problem. Against a fourth stage opponent it would be something easily fought off, they would feel it, but would be able to over come it. It might give Delphi a second or two to do something.

The cobras hypnotizing ability will slowly creep up on a person as they draw closer, starting at ten feet away. By five foot away it will have fully kicked in.

(Better Nessy?)


Changes look good, Approved

Iris_virus

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LizzyMoo

Rainbow Senshi

PostPosted: Wed Mar 20, 2013 8:53 am


LizzyMoo
Nysa, Squire of Neptune

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)


Added in some minor tweaks

I did not put any true range of effect because 1) Sound can travel pretty far and 2) Sound can be blocked. I am actually fine with people godmoding reasons for why their character did not hear the song, since it makes things more interesting and more realistic than having a definite set area of effect. I also believe that the ability is plenty strong and should be equally able to effect everyone up to stage 3 since this (and summons in general) is considered a stage 3 only ability. Part of the reason for the strength was because it effects Allies and Foes the same, which means everyone is at a disadvantage. That mixed with the fact that characters can simply come up with IC ways to claim their character didn't hear anything actually dulls the "strength" of the ability. If one considers all these other negative aspects, I personally feel that this is a well balanced skill.
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