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Iris_virus

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PostPosted: Wed May 29, 2013 8:49 am


Carneli
Alfheim Squire of Earth

Current Weapon: A large, corked bottle.
New Weapon: No change.

Current Magic: When the stopper is removed, a light mist pours from the bottle. Alfheim can keep pouring for roughly 20 cumulative seconds, which, when done all at once, creates low hanging fog. The fog is lower and thinner the farther away from it's source (Alfheim) you get, but even at it's worst you can still make out outlines of people in it, and vision is not entirely blocked until roughly knee level. It disperses in seconds/minutes depending on the breeze and weather.
New Magic: Uncorking the bottle sources a a cloud of heavy, dense fog that reduces vision of figures to shadowed outlines up close and blocks vision entirely from max distance. The cloud has a max radius of 7 feet at it's peak and can be sourced for 20 cumulative seconds. Cloud is affected like natural fog by wind, light, and weather conditions.

Knight Weapon: Ornate glass pitcher
New Weapon: No Change

Knight Magic: Alfheim can keep pouring for roughly 40 cumulative seconds, now. The fog is lower and thinner the farther away from it's source (Alfheim) you get, but even at it's worst you can still make out outlines of people in it, and vision is not entirely blocked until roughly shoulder level. It disperses in seconds/minutes depending on the breeze and weather.

New Magic: Uncorking the bottle sources a a cloud of heavy, dense fog that reduces vision of figures to shadowed outlines up close and blocks vision entirely from max distance. The cloud has a max radius of 9 feet at it's peak, and can be sourced for 20 cumulative seconds. Cloud is affected like natural fog by wind, light, and weather conditions.

Summons Creature: Bird appearing to have similar size and speed to a small Perlin breed falcon, (Very small raptor weighing about 14 oz) with some elements of a golden eagle and a very prominent serpent eater's beak.
Summons Ability: Physical attack: Slashes with beak.


Magic changes APPROVED
Summon APPROVED
PostPosted: Mon Sep 02, 2013 12:34 am


This is a repost with edits. I'd like to mention that Bifrost's "weapons" here are not and never have been designed with the intent of her being a physical fighter. Their changes simply were created to give the poor girl some survivability when she's alone, that her previous "weapons" would not have.

the_scowling_cat
Bifrost Squire of Chronos

Current Weapon: Metal Gloves
New Weapon: Woven bands of metal that create the gauntlets, able to be unwoven and hung from her right arm only like whips, at most 4 ft long. The whips are light weight and flexible, and feel like rope if you're hit with them.

Current Magic: Bifrost crosses her hand over one another, palms facing out. She separates her hands, moving them out to each side of her. In doing so a wall of see-through rainbow is pulled between her hands and forms a small barrier in front of her. This barrier is about five feet high, and half an inch thick. It only protects Bifrost for as long as she channels it, but others can hide behind it. She can sustain her barrier for at most 40 seconds total (regardless if she does twenty seconds and twenty, or four sets of ten, or what have you) but can be shattered with enough force behind it.
New Magic: Altering the above to have her grip the unwoven portions of her gauntlet instead of crossing her hands, then stretching the whip taught in front of her. The magic stays the same otherwise.

------

Knight Weapon: Metal Bracers
New Knight Weapon: A small (1 ft in diameter) shield on a chain, attached to her right gauntlet. The chain is 10 ft long, and wraps around her arm when not in use. The shield attaches to a set of hooks on the gauntlet. It is able to spin independently of the chain, as it rests on a ball-bearing. She wields it by throwing it with her left hand and jerking it back to her with her right. The metal shield is not deadly and is as blunt as a butter knife. It is thrown primarily to place her shield and deter her enemies from getting close.

Knight Magic: Bifrost crosses her wrists this time just above her forehead. She snaps them apart, the same rainbow barrier created. This time it billows out into a semi circle ten feet in radius, Bifrost at the center. It is an inch thick and can be held for a minute or so. She -can- move it, but it is very hard to do so and usually its not plausible to. Enough force can break this too. She can channel this magic for up to a minute, with the same 'flexibility' as her Squire magic.
New Knight Magic: Bifrost throws her shield out in front of her (or in a direction of her choosing) and it hovers, perpendicular to the ground, spinning. The shield glows and a rainbow barrier is created, billowing out from the center of the shield. This shield is a semi circle 10 ft in radius, with Bifrost's shield at the center of it. She can move the shield by pulling on the chain, but it is hard to do and usually breaks her concentration. The barrier is 1 in thick and Bifrost can hold it for up to one minute.

-----

Summons Creature: A 2 ft tall golem, that looks like Heimdallr from the movie Thor. It's a walking suit of armor with a great sword that is 1ft long and blunt as a butter knife.
Summons Ability: The golem is a purely physical fighter, created to protect Bifrost when she is using her magic. The golem attacks with sword strikes at anyone attacking her barriers. He only attacks when Bifrost uses her magic and she is unable to defend herself. He attacks with over the head slashes of the sword.

Approved!


a-disgruntled-dragon



Ryuthulhu

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PostPosted: Tue Nov 05, 2013 3:40 pm


Hara Berezaiti: Page of Chronos

Current Weapon: A pink and glittering scarf. Maybe she can wrap it up into a rat tail and snap it at you? Not particularly threatening.
New Weapon: No change!

Current Magic: What do you have currently?
New Magic: NA-Page

Squire
Current Weapon: A pink and glittering scarf, now with slightly more ornate patterns woven into it in fine thread. The central motif seems to be the symbol of Chronos:
New Weapon: Same as above but adding: The ends of the scarf have been slightly weighted with tiny beads, the largest the size of a BB. These are not heavy enough to cause damage, but give the scarf more heft, making it easier to swing and wrap, or possibly entangle

Current Magic: No larger than the original scarf, Hali can wrap this scarf around a subject, or the subject and herself, forming a temporary barrier between them and attack, as long as she holds both ends of the scarf (Like a protective circle.) Both ends must be held, and the magic can only fully shield damage up to Squire equivalent, for an total of one minute a day. Higher level attacks may be (very) slightly reduced, but will not be fully blocked.
New Magic: No change

Knight:
Current Weapon: A large stole style scarf in green, pink, and gold with patterning that suggests mountain ranges and vines, with the Chronos symbol as the 'sun'.
New Weapon: Scar as above with modifications: "Like the Page level scarf, this scarf has been weighted with beads in it's creation, making it easier to swing, though these beads are heavy enough to give it heft, their purpose is not damage, but maneuverability.

Current Magic:
Hali can wrap the scarf around herself and up to two others, holding both ends of the scarf as a circle of protection, shielding from attacks up to Knight equivalent for up to two minutes a day. Higher level attacks may be slightly reduced, but not enough to stop them entirely.
New Magic: No Change


Summons Creature: a Simorgh ((basically " a peacock with the head of a dog and the claws of a lion(ess)"))
Summons Ability: Legendarily a creature of benevolence and wisdom, and tied to the legends of Hara Berezaiti as a place of healing and protection, the Simorgh does not attack, but spreads it's tail and briefly summons an eight foot area 'gate' representing the Wonder of Hara Brezaiti. Illusionary plants and luminescent white flowers spring up around the area, symbolic of the safety and purity of the area, which stands to protect those within it's borders (order or people who are not currently seeking the harm of Hara herself or her allies). In spite of legend, there is no healing from the flowers, or from the area, only brief sanctuary. The Simorgh does not (Cannot?) attack foes, only creates a this temporary barrier against attacks. When the Simorgh is dismissed, the illusionary plants and flowers also fade from existence. Picked flowers also fade out.

((IDK trying to base it a little off stuff in the wiki about the creature and the Wonder.))
PostPosted: Wed Nov 06, 2013 7:35 am


Ryuthulhu
Hara Berezaiti: Page of Chronos

Current Weapon: A pink and glittering scarf. Maybe she can wrap it up into a rat tail and snap it at you? Not particularly threatening.
New Weapon: No change!

Current Magic: What do you have currently?
New Magic: NA-Page

Squire
Current Weapon: A pink and glittering scarf, now with slightly more ornate patterns woven into it in fine thread. The central motif seems to be the symbol of Chronos:
New Weapon: Same as above but adding: The ends of the scarf have been slightly weighted with tiny beads, the largest the size of a BB. These are not heavy enough to cause damage, but give the scarf more heft, making it easier to swing and wrap, or possibly entangle

Current Magic: No larger than the original scarf, Hali can wrap this scarf around a subject, or the subject and herself, forming a temporary barrier between them and attack, as long as she holds both ends of the scarf (Like a protective circle.) Both ends must be held, and the magic can only fully shield damage up to Squire equivalent, for an total of one minute a day. Higher level attacks may be (very) slightly reduced, but will not be fully blocked.
New Magic: No change

Knight:
Current Weapon: A large stole style scarf in green, pink, and gold with patterning that suggests mountain ranges and vines, with the Chronos symbol as the 'sun'.
New Weapon: Scar as above with modifications: "Like the Page level scarf, this scarf has been weighted with beads in it's creation, making it easier to swing, though these beads are heavy enough to give it heft, their purpose is not damage, but maneuverability.

Current Magic:
Hali can wrap the scarf around herself and up to two others, holding both ends of the scarf as a circle of protection, shielding from attacks up to Knight equivalent for up to two minutes a day. Higher level attacks may be slightly reduced, but not enough to stop them entirely.
New Magic: No Change


Summons Creature: a Simorgh ((basically " a peacock with the head of a dog and the claws of a lion(ess)"))
Summons Ability: Legendarily a creature of benevolence and wisdom, and tied to the legends of Hara Berezaiti as a place of healing and protection, the Simorgh does not attack, but spreads it's tail and briefly summons an eight foot area 'gate' representing the Wonder of Hara Brezaiti. Illusionary plants and luminescent white flowers spring up around the area, symbolic of the safety and purity of the area, which stands to protect those within it's borders (order or people who are not currently seeking the harm of Hara herself or her allies). In spite of legend, there is no healing from the flowers, or from the area, only brief sanctuary. The Simorgh does not (Cannot?) attack foes, only creates a this temporary barrier against attacks. When the Simorgh is dismissed, the illusionary plants and flowers also fade from existence. Picked flowers also fade out.

((IDK trying to base it a little off stuff in the wiki about the creature and the Wonder.))


That creature is a little scary looking XD

But this all looks perfectly fine for me! Weapon changes and summon Approved!

Iris_virus

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PostPosted: Tue Dec 03, 2013 8:06 pm


Babylon Knight of Mercury

Current Weapon: "a large, ornate lantern"
New Weapon: "A large lantern shaped like a multi-pointed star and made of colored glass, set in a gold wire cage and suspended on a gold chain. It emits blue light." (So basically the exact same thing he has right now, but with an accurate description instead of a half-assed I'll just let the colorist come up with something and hope it looks cool one.)

Squire
Current Magic:
As a squire, Babylon wields a hand-held hurricane lantern, the light of which can grant a small accuracy boost to a single ally for about a minute.
New Magic: I would like to keep a version of this spell as secondary magic, since Babylon is a knight and allowed to have two attacks. (Is this still the case?) "Babylon raises his lantern to eye level and singles out an ally with a beam of light. The target of this attack is granted a small accuracy boost for as long as he is able to keep the light trained on them, up to a minute. This attack draws from the same magic pool as his knight level attack and any time spent using it takes away from the time he can spend using his knight attack."
Ignore this, I'm an idiot who only read half the relevant threads before typing this. Please see on the knight power I have introduced, as that is the magic I would like to focus on.

Knight
Current Magic:
As a knight, Babylon wields a large, ornate lantern, the light of which can grant a larger accuracy boost to a single ally for a little over a minute.
New Magic: "Babylon raises his lantern to eye level, and the light flares to illuminate a circle with a ten-foot radius. Anyone moving within the light for the duration of the spell becomes unable to lie to or otherwise conceal their true intentions from Babylon, including being unable to sneak up on him. This spell can be used for up to two minutes per day, but he does not have to use the entire magic pool all at once."

Summons Creature: An average-sized (~120 lbs, 45 inches nose to base of tail) snow leopard, with light gray fur, dark gray spotting, and very light blue eyes which glow in a way reminiscent of Babylon's lantern. Babylon's ancestor called her by the name Reut, so Babylon calls her Reut as well.
Summons Ability: When summoned, Reut functions similarly to a heads-up display and defense system, prowling a wide circle around Babylon. While she pays no attention to attacks that he is aware of and able to defend against, she will intercept an attacker that would otherwise catch Babylon off-guard, absorbing the damage and inflicting clawing damage equivalent to the damage done against her. Once she has absorbed an attack, Reut vanishes and cannot be summoned for twenty-four hours. If the battle ends without Reut absorbing an attack, she may be summoned again in twelve hours.

My intention with Babylon's magic has always been to interpret the intelligence/knowledge aspect of Mercury as "revealing information." Along those lines, his knight magic "reveals" the true intentions of those within the area of effect and his summons magic "reveals" danger he would otherwise be unaware of. When I drafted his original attacks, the knights faction was very new and I deliberately under-powered him in hopes that it would improve my chances of having the quest accepted. Now that I have seen what other people have done for their magic, I am grateful for the opportunity to rewrite his attacks and make them a) more powerful and b) more specific to him and his story.
PostPosted: Wed Dec 04, 2013 8:00 am


Silverah
Babylon Knight of Mercury

Current Weapon: "a large, ornate lantern"
New Weapon: "A large lantern shaped like a multi-pointed star and made of colored glass, set in a gold wire cage and suspended on a gold chain. It emits blue light." (So basically the exact same thing he has right now, but with an accurate description instead of a half-assed I'll just let the colorist come up with something and hope it looks cool one.)

Squire
Current Magic:
As a squire, Babylon wields a hand-held hurricane lantern, the light of which can grant a small accuracy boost to a single ally for about a minute.
New Magic: I would like to keep a version of this spell as secondary magic, since Babylon is a knight and allowed to have two attacks. (Is this still the case?) "Babylon raises his lantern to eye level and singles out an ally with a beam of light. The target of this attack is granted a small accuracy boost for as long as he is able to keep the light trained on them, up to a minute. This attack draws from the same magic pool as his knight level attack and any time spent using it takes away from the time he can spend using his knight attack."
Ignore this, I'm an idiot who only read half the relevant threads before typing this. Please see on the knight power I have introduced, as that is the magic I would like to focus on.

Knight
Current Magic:
As a knight, Babylon wields a large, ornate lantern, the light of which can grant a larger accuracy boost to a single ally for a little over a minute.
New Magic: "Babylon raises his lantern to eye level, and the light flares to illuminate a circle with a ten-foot radius. Anyone moving within the light for the duration of the spell becomes unable to lie to or otherwise conceal their true intentions from Babylon, including being unable to sneak up on him. This spell can be used for up to two minutes per day, but he does not have to use the entire magic pool all at once."

Summons Creature: An average-sized (~120 lbs, 45 inches nose to base of tail) snow leopard, with light gray fur, dark gray spotting, and very light blue eyes which glow in a way reminiscent of Babylon's lantern. Babylon's ancestor called her by the name Reut, so Babylon calls her Reut as well.
Summons Ability: When summoned, Reut functions similarly to a heads-up display and defense system, prowling a wide circle around Babylon. While she pays no attention to attacks that he is aware of and able to defend against, she will intercept an attacker that would otherwise catch Babylon off-guard, absorbing the damage and inflicting clawing damage equivalent to the damage done against her. Once she has absorbed an attack, Reut vanishes and cannot be summoned for twenty-four hours. If the battle ends without Reut absorbing an attack, she may be summoned again in twelve hours.

My intention with Babylon's magic has always been to interpret the intelligence/knowledge aspect of Mercury as "revealing information." Along those lines, his knight magic "reveals" the true intentions of those within the area of effect and his summons magic "reveals" danger he would otherwise be unaware of. When I drafted his original attacks, the knights faction was very new and I deliberately under-powered him in hopes that it would improve my chances of having the quest accepted. Now that I have seen what other people have done for their magic, I am grateful for the opportunity to rewrite his attacks and make them a) more powerful and b) more specific to him and his story.


The weapon and new magic look good to me!

For his summon however, the leopard being able to both protect Babylon and attack offensively in retaliation is a little too much. You'll need to choose either one or the other. If you'd like the leopard can retaliate/attack when Babylon himself is hit (or when the leopard itself is hit if it's just a free roaming creature and not one that tries to get in the way of attacks towards Babylon). Or it can just be a really good shield. You can also choose something totally different, just keep in mind that a summon can only do one thing and that it has to be fairly quick because they can't be summoned for super long.

Iris_virus

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PostPosted: Wed Dec 04, 2013 8:54 am


Iris_virus
Silverah
Babylon Knight of Mercury

Current Weapon: "a large, ornate lantern"
New Weapon: "A large lantern shaped like a multi-pointed star and made of colored glass, set in a gold wire cage and suspended on a gold chain. It emits blue light." (So basically the exact same thing he has right now, but with an accurate description instead of a half-assed I'll just let the colorist come up with something and hope it looks cool one.)

Squire
Current Magic:
As a squire, Babylon wields a hand-held hurricane lantern, the light of which can grant a small accuracy boost to a single ally for about a minute.
New Magic: I would like to keep a version of this spell as secondary magic, since Babylon is a knight and allowed to have two attacks. (Is this still the case?) "Babylon raises his lantern to eye level and singles out an ally with a beam of light. The target of this attack is granted a small accuracy boost for as long as he is able to keep the light trained on them, up to a minute. This attack draws from the same magic pool as his knight level attack and any time spent using it takes away from the time he can spend using his knight attack."
Ignore this, I'm an idiot who only read half the relevant threads before typing this. Please see on the knight power I have introduced, as that is the magic I would like to focus on.

Knight
Current Magic:
As a knight, Babylon wields a large, ornate lantern, the light of which can grant a larger accuracy boost to a single ally for a little over a minute.
New Magic: "Babylon raises his lantern to eye level, and the light flares to illuminate a circle with a ten-foot radius. Anyone moving within the light for the duration of the spell becomes unable to lie to or otherwise conceal their true intentions from Babylon, including being unable to sneak up on him. This spell can be used for up to two minutes per day, but he does not have to use the entire magic pool all at once."

Summons Creature: An average-sized (~120 lbs, 45 inches nose to base of tail) snow leopard, with light gray fur, dark gray spotting, and very light blue eyes which glow in a way reminiscent of Babylon's lantern. Babylon's ancestor called her by the name Reut, so Babylon calls her Reut as well.
Summons Ability: When summoned, Reut functions similarly to a heads-up display and defense system, prowling a wide circle around Babylon. While she pays no attention to attacks that he is aware of and able to defend against, she will intercept an attacker that would otherwise catch Babylon off-guard, absorbing the damage and inflicting clawing damage equivalent to the damage done against her. Once she has absorbed an attack, Reut vanishes and cannot be summoned for twenty-four hours. If the battle ends without Reut absorbing an attack, she may be summoned again in twelve hours.

My intention with Babylon's magic has always been to interpret the intelligence/knowledge aspect of Mercury as "revealing information." Along those lines, his knight magic "reveals" the true intentions of those within the area of effect and his summons magic "reveals" danger he would otherwise be unaware of. When I drafted his original attacks, the knights faction was very new and I deliberately under-powered him in hopes that it would improve my chances of having the quest accepted. Now that I have seen what other people have done for their magic, I am grateful for the opportunity to rewrite his attacks and make them a) more powerful and b) more specific to him and his story.


The weapon and new magic look good to me!

For his summon however, the leopard being able to both protect Babylon and attack offensively in retaliation is a little too much. You'll need to choose either one or the other. If you'd like the leopard can retaliate/attack when Babylon himself is hit (or when the leopard itself is hit if it's just a free roaming creature and not one that tries to get in the way of attacks towards Babylon). Or it can just be a really good shield. You can also choose something totally different, just keep in mind that a summon can only do one thing and that it has to be fairly quick because they can't be summoned for super long.

Darn. wink I'll go with shielding, then. How's this?

Summons Creature: An average-sized (~120 lbs, 45 inches nose to base of tail) snow leopard, with light gray fur, dark gray spotting, and very light blue eyes which glow in a way reminiscent of Babylon's lantern. Babylon's ancestor called her by the name Reut, so Babylon calls her Reut as well.
Summons Ability: When summoned, Reut functions similarly to a heads-up display and defense system, prowling a wide circle around Babylon. While she pays no attention to attacks that he is aware of and able to defend against, she will intercept an attacker that would otherwise catch Babylon off-guard, absorbing the damage. Once she has absorbed an attack, Reut vanishes and cannot be summoned for twenty-four hours. If the battle ends without Reut absorbing an attack, she may be summoned again in twelve hours.
PostPosted: Wed Dec 04, 2013 9:00 am


Silverah
Iris_virus
Silverah
Babylon Knight of Mercury

Current Weapon: "a large, ornate lantern"
New Weapon: "A large lantern shaped like a multi-pointed star and made of colored glass, set in a gold wire cage and suspended on a gold chain. It emits blue light." (So basically the exact same thing he has right now, but with an accurate description instead of a half-assed I'll just let the colorist come up with something and hope it looks cool one.)

Squire
Current Magic:
As a squire, Babylon wields a hand-held hurricane lantern, the light of which can grant a small accuracy boost to a single ally for about a minute.
New Magic: I would like to keep a version of this spell as secondary magic, since Babylon is a knight and allowed to have two attacks. (Is this still the case?) "Babylon raises his lantern to eye level and singles out an ally with a beam of light. The target of this attack is granted a small accuracy boost for as long as he is able to keep the light trained on them, up to a minute. This attack draws from the same magic pool as his knight level attack and any time spent using it takes away from the time he can spend using his knight attack."
Ignore this, I'm an idiot who only read half the relevant threads before typing this. Please see on the knight power I have introduced, as that is the magic I would like to focus on.

Knight
Current Magic:
As a knight, Babylon wields a large, ornate lantern, the light of which can grant a larger accuracy boost to a single ally for a little over a minute.
New Magic: "Babylon raises his lantern to eye level, and the light flares to illuminate a circle with a ten-foot radius. Anyone moving within the light for the duration of the spell becomes unable to lie to or otherwise conceal their true intentions from Babylon, including being unable to sneak up on him. This spell can be used for up to two minutes per day, but he does not have to use the entire magic pool all at once."

Summons Creature: An average-sized (~120 lbs, 45 inches nose to base of tail) snow leopard, with light gray fur, dark gray spotting, and very light blue eyes which glow in a way reminiscent of Babylon's lantern. Babylon's ancestor called her by the name Reut, so Babylon calls her Reut as well.
Summons Ability: When summoned, Reut functions similarly to a heads-up display and defense system, prowling a wide circle around Babylon. While she pays no attention to attacks that he is aware of and able to defend against, she will intercept an attacker that would otherwise catch Babylon off-guard, absorbing the damage and inflicting clawing damage equivalent to the damage done against her. Once she has absorbed an attack, Reut vanishes and cannot be summoned for twenty-four hours. If the battle ends without Reut absorbing an attack, she may be summoned again in twelve hours.

My intention with Babylon's magic has always been to interpret the intelligence/knowledge aspect of Mercury as "revealing information." Along those lines, his knight magic "reveals" the true intentions of those within the area of effect and his summons magic "reveals" danger he would otherwise be unaware of. When I drafted his original attacks, the knights faction was very new and I deliberately under-powered him in hopes that it would improve my chances of having the quest accepted. Now that I have seen what other people have done for their magic, I am grateful for the opportunity to rewrite his attacks and make them a) more powerful and b) more specific to him and his story.


The weapon and new magic look good to me!

For his summon however, the leopard being able to both protect Babylon and attack offensively in retaliation is a little too much. You'll need to choose either one or the other. If you'd like the leopard can retaliate/attack when Babylon himself is hit (or when the leopard itself is hit if it's just a free roaming creature and not one that tries to get in the way of attacks towards Babylon). Or it can just be a really good shield. You can also choose something totally different, just keep in mind that a summon can only do one thing and that it has to be fairly quick because they can't be summoned for super long.

Darn. wink I'll go with shielding, then. How's this?

Summons Creature: An average-sized (~120 lbs, 45 inches nose to base of tail) snow leopard, with light gray fur, dark gray spotting, and very light blue eyes which glow in a way reminiscent of Babylon's lantern. Babylon's ancestor called her by the name Reut, so Babylon calls her Reut as well.
Summons Ability: When summoned, Reut functions similarly to a heads-up display and defense system, prowling a wide circle around Babylon. While she pays no attention to attacks that he is aware of and able to defend against, she will intercept an attacker that would otherwise catch Babylon off-guard, absorbing the damage. Once she has absorbed an attack, Reut vanishes and cannot be summoned for twenty-four hours. If the battle ends without Reut absorbing an attack, she may be summoned again in twelve hours.


Sounds great, all your changes are approved!

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PostPosted: Wed Jun 25, 2014 7:44 pm


HVERGELMIR PAGE OF THE COSMOS

SQUIRE -
Current Weapon: A distaff and spindle of gold-painted wood, connected by wool in the process of being wound into thread.
New Weapon: No Changes!

Current Magic: Weaving the Fabric of the Universe: Hvergelmir spins out thread from her distaff onto her spindle; anyone within ten feet of her during her spell will experience what appears to be the fabric of the universe trying to weave itself compactly down into your line of sight. This is like viewing your entire environment reflected in the concave side of a spoon, or wearing beer goggles: while you can still perceive the environment around you, everything’s a bit warped and out of whack in your eyes. The distortion mainly causes stumbling and mild vertigo. Its effects are indiscriminately applied -- allies and bystanders are equally penalized if they come within her ten-foot radius. (Only Hvergelmir herself can see normally.) The effect lasts for up to thirty seconds total per battle, or as long as Hvergelmir can maintain focus, keep spinning her thread, and channel her magic. The easiest way to overcome the spell's effects on you is to simply step out of the impact zone. The second easiest way is to disrupt Hvergelmir from spinning her thread.
New Magic: Hvergelmir spins out thread from her distaff onto her spindle; light sparks up from the thread of her weapon and begins to cover her, illuminating her like a small, bright star. This is useful as a defense mechanism -- looking directly at her becomes nearly impossible, and can cause temporary blindness if you try to keep doing it for more than a few moments. The effect lasts for up to 45 seconds total per battle, or as long as Hvergelmir can maintain focus, keep spinning her thread, and channel her magic. The easiest way stop the spell is to disrupt Hvergelmir from spinning her thread.

SQUIRE -
Current Weapon: The most beautiful distaff in the world? An ornate carved distaff and spindle, made of gold-painted wood, with the wool now nearly fully spun onto the spindle in tidy thread.
New Weapon: No Changes!

Current Magic: Eternity in a Grain of Sand: A stronger version of the same squire-level spell — at this stage, anyone within ten feet of Hvergelmir while she spellcasts will now find themselves more completely disoriented — your vision has now bugged out so badly that everything seems warped as though you’re viewing it through a glass sphere. Your vision is attempting to warp itself around the whole universe, and project that all onto your retinal wall, including things that are directly behind you and things that are on the other side of the globe and things that are beyond the expanse of the galaxy — what you see is a sort of strange, shifting kaleidoscopic nonsense, everything at once, but compressed into impossible, unimaginably tiny pixels, and all wrapped around itself. At this level, you’re generally unable to make any visual sense of your surroundings. (Dizziness and stumbling are dependent upon how well your character reacts to blindness/visual overload.) Your other senses still remain intact. The effect lasts for up to thirty seconds total per battle, or as long as Hvergelmir can maintain focus, keep spinning her thread, and channel her magic. The easiest way to overcome the spell's effects on you is to simply step out of the impact zone. The second easiest way is to disrupt Hvergelmir from spinning her thread.
New Magic: Hvergelmir spins out thread from her distaff onto her spindle; light sparks up from the thread of her weapon and begins to cover her, illuminating her like a small, bright star, capable of projecting a single, bright beacon of light into the air. This is useful as a defense mechanism -- looking directly at her becomes nearly impossible, and can cause temporary blindness if you try to keep doing it for more than a few moments -- and at this stage, the light is focused and powerful enough to shine a beacon high into the air that serves as a useful distress signal to nearby/non-powered-up allies. The effect lasts for up to 45 seconds total per battle, or as long as Hvergelmir can maintain focus, keep spinning her thread, and channel her magic. The easiest way stop the spell is to disrupt Hvergelmir from spinning her thread.

Summons Creature: A pantheon -- Hvergelmir's summons appears to be a standard-sized caribou with midnight blue fur flecked with white like stars, crowned with golden antlers.
Summons Ability: Hvergelmir's summons cannot attack or defend, but has the ability to grant a single teleportation per battle. Unlike Negaversers, this ability is limited -- the most distance she can travel is about from one end of the city to the other: 15 miles or less. Her summons can carry the weight equivalent of Hvergelmir plus one other fully grown person/two small children.

Since Hvergelmir has no magic and no weapon that can do damage, and no magic and no weapon that can block/absorb/defend against damage, I wanted to give her a summons that instead offers her the chance to try and avoid damage, and magic that helps her summon allies to her aid. Please let me know if anything needs changing/clarifying!

The Space Cauldron
Approved!
PostPosted: Sun Aug 03, 2014 10:41 am


Knight Kairatos of Mars


Summons Creature: A large bull (Not larger than a horse just broad and heavy) with blood red fur, dark eyes, and surprisingly delicate legs and a prancing gait out of place with it's heavy barrel of a torso and long sharp horns. It doesn't seem to corner well at full speed... but on the other hand... it's on fire.
Summons Ability: Large in part the only thing magical about this creature appears to be summoning it, as it's fur seems to be coated in some kind of burning oil to which the creature appears to be immune. It runs fast, but being top heavy, may roll over and crash into things if it has to take a sharp corner. It can't jump particularly high, but you might want something taller than a car to get away from it. It will relentlessly attack the nearest powered subject with hostile intentions toward Kairatos when summoned, until it's summon energy plays out. It can be summoned again in 24 hours regardless of whether or not it catches it's target or just does unfortunate amounts of property damage.
The damage it does is burning/bashing, and Kairatos is not immune.

Ryuthulhu
Approved!

Ryuthulhu

Golden Knight

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PostPosted: Wed Aug 27, 2014 12:39 pm


Page Themiscyra of Mars

Summons Creature: An average sized black warhorse whose mane and tail are made of fire, and burning cracks rise from her hooves up parts of her legs. Vaguely similar to Rapidash! Minus the horn. So extra-flamey Ponyta, really.
Summons Ability: When the warhorse rears back and its front hooves strike the ground once more, a thick line of fire forms two feet in front of the horse to act as a temporary barrier between it and the opponents. The fire barrier stretches out 10 feet in total length. The fires themselves do not burn either the ground they touch, or the people who get near them, though trying to pass through the fires shows they are still heated and uncomfortable to stand too close to. The barrier stands for 30 seconds and only acts as a barrier against physical attacks. Magical attacks can still be sent through the fires.
APPROVED
PostPosted: Mon Jan 19, 2015 9:11 pm


Squire Falias of Earth

Summons Creature: A unicorn that appears to be completely formed of plants and earth but would feel solid to the touch. Somewhat inspired by this, but with black eyes and mistletoe growing in the grass-like mane and tail

Summons Ability: Rather than channelling his magic Falias can choose to use his magic pool to call on his summon instead. When summoned the unicorn imperiously stamps its left hoof causing vines to sprout and run. The vines will tangle round those in its path as it runs (ie a slowing debuff), but only runs in a straight direction - ie forward from where the hoof stamped - and will run forward for a total length of about 7 feet maximum (nb. having the vines manage to do this would equate to Falias fully using up his magic pool during one summons period).

Once Falias stops actively drawing from his magic pool for the summons, the summon will rear once before disappearing from the field and the vines will start to shrivel and wither away with them completely disappearing from the battlefield within 10 seconds.

litian
APPROVED

litian

Spacey Kitten

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shibrogane

Stellar Lightbringer

PostPosted: Sun Apr 19, 2015 5:11 pm


Camlann Squire of Saturn

Summons Creature: An eldritch creature that appears to be equal parts whale skeleton and skeletal horse. Not something you want to see out of the corner of your eye in a dark alley. As tall as Camlann.
Summons Ability: The creature, once summoned, focuses upon one of the Order-side combatants on the field and attacks them. Should it draw blood, thirty seconds from the target's magic pool (or one spell use, if a senshi) will be given to Camlann to restore his own pool of energy. His magic cannot be restored past his maximum spell pool (so he will never have more than 75 seconds on his knight level magic). Once the energy is taken, the creature is dispelled.
PostPosted: Mon May 25, 2015 10:37 pm


Megiddo Knight of Saturn

Current Weapon: The most absolutely ridiculous silver water pitcher you have ever seen.
New Weapon: A large silver pitcher, dented and stripped of all adornment

Current Magic: As a Squire, Megiddo can steal an enemy's voice and place it in her pitcher. When her opponent begins to speak, she transforms their words into liquid and channels them into her weapon, forcing them to remain silent and preventing them from calling any attacks until the pitcher is spilled. If the pitcher is not spilled prematurely, Megiddo can maintain this effect for up to forty-five seconds total. Once she begins to use the magic, however, most of her concentration must go towards not spilling the pitcher, and the longer she continues the attack the fuller the pitcher becomes.
Megiddo cannot steal a voice except for when her opponent is talking - their mouth must be open and making noise. Obviously, this attack is useless if her opponent does not vocalize. If the pitcher is spilled, Megiddo must refocus her concentration before she can begin filling it again.

As a Knight, Megiddo's ability is the same, but she can now steal voices for up to seventy-five seconds per battle.
New Magic: I would like for Megiddo's Squire magic to remain the same but for her to gain the use of a new Knight Stage spell, meant to be used outside of combat and invoking the Saturnian themes of "watchers" and "death."

Megiddo offers the target of her spell a drink from her pitcher, which must be accepted willingly. They will then experience a vivid vision of death, destruction, and impending doom lasting for up to seventy-five seconds, or however long Megiddo can focus and maintain the channel, as she experiences the same vision. The visions brought on by this power are not reflective of the actual future.

Megiddo's total daily magic pool is seventy-five seconds, and he can split it between her two spells.


Summons Creature: A white kelpie.
Summons Ability: While Megiddo is riding her Kelpie (for up to a minute and a half), anyone who tries to follow her will stumble and fall.

Silverah

Handsome Shoujo

11,200 Points
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Kyuseisha no Hikari

Crew

Dragonslaying Dragon

PostPosted: Mon Jun 01, 2015 9:31 pm


shibrogane
Hey, Romeo! Sorry about the delay in responding to this; we never saw that you posted! The physical description of your Summons is fine, however the ability to steal magic from a target and then return energy to Camlann is a little too strong since it has the abilities to draw blood, drain energy and restore it to Camlann. Because some senshi only have one use of their attack, or some Knights might have a magic pool of thirty seconds or less, it would be unfair to let a Summons drain them entirely. Rather than a solid 'one spell' OR 30 seconds from a magic pool, it might be fair to say that the Summons can drain up to x% of magical attack energy from a target; that way they aren't rendered powerless or without magic, but the Summons could still be useful?

If you have a different idea, feel free to either discuss it here or PM the mule and we can try to work it out! Otherwise, I did have one other question; would this Summon be useful at all against a Negaverse agent or is it simply just most potent against corrupted senshi/his own allies?


Silverah
While the new weapon is approved, we cannot approve the additional Knight spell; the Knights only receive one type of magic, so if you wanted this type of magic you would need to sacrifice one spell for the other; Megiddo couldn't have access to both and choose at will. The summons can be approved, however the summons would not get an additional pool of energy; it would use the pool of energy she already has for her magic. Instead of channeling her Knight magic for 75 seconds, she would have to split that magic pool between her attack or Summoning the kelpie, sorry! (Though, Knights get an additional 10 seconds of casting time when they Summon in battle!)
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