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Posted: Mon Jun 28, 2021 8:04 am
MAJOR REVISIONCharacter Name: Paris Gallo // Princess Ganymede Reason for Revision: Her profile was feeling outdated so I condensed some things and made a few changes to make it feel fresh again. Link to Old Profile: JournalLink to Revised Profile: Revision
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Posted: Mon Jul 26, 2021 1:50 pm
MINOR REVISIONCharacter Name: Hyperborea, Transcended Knight of the CosmosReason for Revision: I'd like to revise her magic to add a damaging element and her summons to have a more useful and easier to write effect. Revisions Requested: I'd like to change her magic from: original She holds up her staff as the head glows silver. It creates a bright explosion of silver starlight with Hyperborea at the center. It blinds and disorientates her enemies. Channeling time is 40 secs to revised She holds up her staff as the head glows silver. It creates a bright explosion of silver starlight with Hyperborea at the center. It blinds and disorientates everyone else caught in the blast with their eyes open. It causes a great burning pain in her enemies and can at player discretion leave a sunburn like wound on people. Channeling time: 60 secs. AOE: 10 ft and her Summons from: original A Ceryneian Hind, a female deer with golden antlers, a pure white coat, hooves of bronze, and purple eyes. It can outrun an arrow (300fps) and thus can be used as a mount to get somewhere really fast (or get someone else away from somewhere fast). to revised A Ceryneian Hind, a female deer with golden antlers with star like gems floating around and in-between her antlers with three large purple gems like Hyperborea's suns, a pure white coat, hooves of bronze, and purple eyes. Ability - Cerynitis dips her head to the ground which creates a nebula like illusion on the ground where she is standing. Once she has touched the ground, the nebula will not move with her, but everyone within radius will be affected by her magic. The nebula feels heavenly to be in, and the longer a character is in radius, the more they heal. At twenty seconds, minor injuries will be completely healed, at at thirty seconds moderate injuries will turn to minor injuries, and at sixty seconds, major injuries are reduced enough to stabilize them until they can get immediate treatment. AOE: 10 ft
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Posted: Wed Aug 04, 2021 1:26 pm
MINOR REVISIONCharacter Name: Caer Sidi of Cosmos Reason for Revision: New magic that's more in line with her character/intended build! <3 Revisions Requested: current magic Squire Weapon: A larger, round suncatcher on a chain xxxxxMagic: Caer Sidi holds up her suncatcher, and a falling star streaks through the sky and lands directly in front of her. For anyone Order, and anyone Chaos who is further than eight feet away from Caer Sidi, the light is distracting but not much more, and there is only a slight change in temperature - a small chill in the air. However, the closer a corrupted individual gets to her, the more the light, and associated cold starlight, affects them - between six and eight feet, the light makes it slightly difficult to see and the air temperature feels about 40 degrees Fahrenheit; three and six feet it is nearly blinding and the air temperature feels about 30 degrees Fahrenheit; less than three feet and the light is totally blinding and the air temperature feels about fifteen degrees Fahrenheit. Caer Sidi can channel for a total of 30 seconds at Squire stage. Knight Weapon: A round shield made of stained glassxxxxxMagic: Caer Sidi raises her shield dtowards the sky, and a falling star streaks through the sky and lands directly in front of her. For anyone Order, and anyone Chaos who is further than ten feet away from Caer Sidi, the light is distracting but not much more and there is only a slight chill in the air. However, the closer a corrupted individual gets to her, the more the light, and associated cold starlight, affects them - between eight and ten feet, the light makes it slightly difficult to see and the air temperature feels about 30 degrees Fahrenheit; five and eight feet it is nearly blinding and the air temperature feels about 15 degrees Fahrenheit; less than five feet and the light is totally blinding and the air temperature feels about 0 degrees Fahrenheit. Caer Sidi can channel for a total of 40 seconds at Knight stage. TO new magic Squire Weapon: A larger, round suncatcher on a chain xxxxxMagic: Caer Sidi holds up her suncatcher, and she and allies within 8 feet of her are surrounded by shimmering starlight shields. For as long as she is channeling, anyone affected by her magic is protected from incoming physical damage, and magical damage caused by those her rank or lower; it will simply glance off the starlight shield. Damage from magic cast by those higher rank than her will have reduced damage, but can still break through. Caer Sidi can channel for up to 35 seconds at Squire stage. Knight Weapon: A round shield made of stained glassxxxxxMagic: Caer Sidi holds up her shield, and she and allies within 12 feet of her are surrounded by shimmering starlight shields. For as long as she is channeling, anyone affected by her magic is protected from incoming physical damage, and magical damage caused by those her rank or lower; it will simply glance off the starlight shield. Damage from magic cast by those higher rank than her will have reduced damage, but can still break through. As a Knight, her magic also protects targets from nondamaging but negative magical effects (such as magic that induces negative emotions or drains energy). Caer Sidi can channel for up to 50 seconds at Knight stage.
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Posted: Mon Aug 30, 2021 11:16 pm
MINOR REVISIONCharacter Name: Abzu, Page of NeptuneReason for Revision: Making a small change to Abzu's future magic! Just changing the radius/people it can affect, based on recent knights I've had approved! Revisions Requested: Previous Version Squire Weapon: A soprano saxophone. A little bigger, a little less convenient for carrying around, but it’s a little easier to play, at least? At this stage, the design seems a bit more ornate, with hints of Neptunian motifs. When Abzu channels his magic by playing his saxophone, up to two targets will suddenly feel far more generous than they had before. If they had stolen something, including energy or a starseed, they may feel more inclined to give it back. After all, they should be more generous, and that person likely needs it more than they do! It is possible to fight this sensation off with a strong enough will, though this may just result in them being inclined to give something else less important instead. He can channel this magic for a total of 30 seconds. Knight Weapon: A tenor saxophone. Though he probably wouldn’t want to, clobbering someone with it would definitely hurt! It has ornate carvings of the Neptunian symbol and seems to be made of blue metal. When Abzu channels his magic by playing his saxophone, those enemies within a 10 ft radius will suddenly feel far more generous than they had before. If they had stolen something, including energy or a starseed, they may feel more inclined to give it back. After all, they should be more generous, and that person likely needs it more than they do! It is possible to fight this sensation off with a strong enough will, though this may just result in them being inclined to give something else less important instead. He can channel this magic for a total of 60 seconds. New Version Squire Weapon: A soprano saxophone. A little bigger, a little less convenient for carrying around, but it’s a little easier to play, at least? At this stage, the design seems a bit more ornate, with hints of Neptunian motifs. When Abzu channels his magic by playing his saxophone, targets in an 10 ft radius will suddenly feel far more generous than they had before. If they had stolen something, including energy or a starseed, they may feel more inclined to give it back. After all, they should be more generous, and that person likely needs it more than they do! It is possible to fight this sensation off with a strong enough will, though this may just result in them being inclined to give something else less important instead. He can channel this magic for a total of 30 seconds. Knight Weapon: A tenor saxophone. Though he probably wouldn’t want to, clobbering someone with it would definitely hurt! It has ornate carvings of the Neptunian symbol and seems to be made of blue metal. When Abzu channels his magic by playing his saxophone, those enemies within a 15 ft radius will suddenly feel far more generous than they had before. If they had stolen something, including energy or a starseed, they may feel more inclined to give it back. After all, they should be more generous, and that person likely needs it more than they do! It is possible to fight this sensation off with a strong enough will, though this may just result in them being inclined to give something else less important instead. He can channel this magic for a total of 60 seconds.
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Codebreaking Conversationalist
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Posted: Thu Sep 09, 2021 5:22 am
MINOR REVISIONCharacter Name: Prehnite Reason for Revision: Changing the weapon type to match future art and play style. Revisions Requested: Literally changing what his General Weapon will be called/type of weapon wise. Nothing else. From this:General: A Double Headed Serrated Spade The Breakdown: Contact with Prehnite's spear produces Severe effects of Dieffenbachia poisoning for 20 seconds - causes itching, burning, inflammation and nausea. However, these effects are only applied the first time an individual is struck in a single battle. To This: General: A Pair of Serrated Daggers The Breakdown: Contact with Prehnite's weapons produces Severe effects of Dieffenbachia poisoning for 20 seconds - causes itching, burning, inflammation and nausea. However, these effects are only applied the first time an individual is struck in a single battle.
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Posted: Thu Sep 09, 2021 6:42 am
MINOR REVISIONCharacter Name: Athalia, Senshi of Hercules BeetlesReason for Revision: Slightly increased mobility at super level. I'm proposing that his magic evolves after several of these ORPs. He'll spend some time reflecting on how his magic functions and how he can improve upon it but won't necessarily have any specific direction for how to 'achieve' these improvements. Similar to his other unlocked passives and second power, he'll be given a little bit of help from a few past life flashbacks to 'think outside the box'. (So nothing special for him tbh) Revisions Requested: Minor adjustment to part of his super magic. SUPER MAGIC - OLD Super Sailor Scout Attack: Herculean PhalanxRadius: Self (Personal Buff, 360 Radial Sphere) Duration: 25 Seconds Limitations: This shield is nearly impossible to break for basics, hard to break for 2nd stages, and moderately hard to break for Generals. This shield will fall much more quickly in a concentrated attack by numerous opponents regardless of their rank. Number of Casts: 2 Times per Battle Full Details: Athalia draws upon his source to shield himself from the next barrage of assaults. In calling out to the source, he closes the carapace wings to form a dome around him.
This carapace will protect him from damage for the duration of the ability, ensuring he can weather significant damage before it's necessary to retreat; any allies within the dome will be protected from the incoming assault.
This shield is 7ft high and approximately 6ft in diameter; enough to fit a small team within it (or a fair amount if you want to get really up close and personal). SUPER MAGIC - NEW Super Sailor Scout Attack: Herculean PhalanxRadius: 6ft diameter around chosen location (normally cast at an ally). Duration: 25 Seconds Limitations: This shield is nearly impossible to break for basics, hard to break for 2nd stages, and moderately hard to break for Generals. This shield will fall much more quickly in a concentrated attack by numerous opponents regardless of their rank. Number of Casts: 2 Times per Battle Full Details: Athalia draws upon his source to shield a location from the next barrage of assaults. In calling out to the source, he summons and closes the carapace wings to form a dome around the chosen area (normally a preferred ally or group of allies).
This carapace will protect any ally standing within it from damage for the duration of the ability, ensuring they can weather significant damage before it's necessary to retreat. Note that allies are free to enter and leave the dome freely for the duration that it's on the battlefield.
This shield is 7ft high and approximately 6ft in diameter; enough to fit a small team within it (or a fair amount if you want to get really up close and personal).
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Posted: Thu Sep 09, 2021 6:44 am
MINOR REVISIONCharacter Name: Athalia, Senshi of Hercules BeetlesReason for Revision: To be honest the more I looked at it the more I disliked it so I wanted to tweak it so I'm happy with it. The adjustments will allow him to be a little more aggressive without losing his theme and overall playstyle. Revisions Requested: An overhaul of his Eternal attack, as he isn't Eternal yet he hasn't used it so I haven't proposed any canon reason to adjust it. (Sorry I split the super and eternal request in two as they may need separate discussions.) ETERNAL ATTACK - OLD Eternal Sailor Attack: Herculean StormRadius: 15ft (AOE - CC) Duration: 20 Seconds Limitations: N/A Number of Casts: 2 Times per Battle Full Details: On the battlefield, control of the area is key. Calling upon his source, Athalia brings forth a storm of scarabs. Ethereal scarabs swarm towards the targeted area. Amidst intense light and the flutter of wings, the swarm will temporarily blind all those caught in the immediate area.
While the swarm does possess the ability to do damage, it's damage is generally limited to a minor inconvenience (standard bug nips) and they pose no immediate threat in this capacity.
Escaping the swarm will leave the individuals caught in the initial assault with irritating flickers of light for a brief period of time (akin to photo flashes), but they will remain fully capable of battle.
The swarm can be dodged by running out of its range, and can be escaped by navigating out of its radius.
Allies (and Athalia) are not immune to the effects and it is not advised to try fighting inside it, the storm is designed to CC and allow allies to regroup or escape.
Other players can reserve the right to take additional damage if they wish but it is assumed damage is limited to nil in all encounters unless otherwise directed by the opponent. ETERNAL ATTACK - NEW Eternal Sailor Attack: Herculean StormRadius: 20ft (AOE - DELAYED DAMAGE) Duration: 20 Seconds Limitations: N/A Number of Casts: 2 Times per Battle Full Details: On the battlefield, control of the area is key. Calling upon his source, Athalia brings forth a storm of scarabs. Ethereal scarabs swarm towards the targeted area. Amidst intense light and the flutter of wings, the swarm may temporarily cause line of sight issues for those caught in the immediate area.
While the swarm doesn't possess the ability to do any damage, it does 'absorb' the damage that occurs while in its radius. The scarabs do not prevent allies from taking damage, they just 'count' how much is dealt to them. When the scarab storms duration is about to end the scarabs gather together and explode, releasing a shockwave of energy equivalent to the amount of damage dealt while it was on the battlefield. This damage is evenly distributed across all enemies meaning that the more enemies in the 'zone' the less damage they will take.
The swarm can be dodged by running out of its range. Fighting outside of its radius will mean that it will absorb nothing and will 'explode' harmlessly at the end of the duration.
As with all White Moon magic any damage done during the shockwave/explosion is temporary and will fade after battle. Players may choose to imply that it has done significantly more damage and that they have sustained more permanent injuries if they would like.
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Posted: Sun Sep 12, 2021 11:03 am
MAJOR REVISIONCharacter Name: Adrian Frost // Adonis Reason for Revision: Rehome / accounting for years out of play Link to Old Profile: HereLink to Revised Profile: Here
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Posted: Mon Sep 20, 2021 1:45 pm
MINOR REVISIONCharacter Name: December BloomReason for Revision: The difference between 18 and 21, the repeated abuse and subsequent growth, and the need for independence has changed December from the desperate Weakling he once was, to someone considerably more dependable and ready to be proactive. He no longer needs someone to tell him what to do, and has applied himself to be the person he once needed all those years ago. Revisions Requested: Quote: Old Negative TraitsInept: As much as December tries, he was never very logical or booksmart. Had you asked his sister, he definitely lacked in the common sense department. When given orders or asked to do something, there's a very high chance that he'll do it wrong and ******** it up in one way or another. It takes lots and lots and LOTS of reminders to get him to do anything correctly. Once he fails, it seems like he doesn't actually care either, responding to most of his failures with a 'woops!', leading to alot of punishment while growing up, and still does, as he doesn't see his failure in almost all things as failures, but tiny mistakes with ultimately grave consequences. Unorganized: There's really no method to how December lives. From his room, to his life, everything seems jumbled up and in a state of disarray. Of course, HE knows where everything is, and HE can identify what's going on in his own space, but to the onlooker, there's no telling what is going on there. When spreading out to to his Negaverse work, well... He doesn't DO plans and has trouble following orders completely correctly. Quote: New Negative TraitsSelf Critical: Being Inept was no longer an option any more after several years with the Negaverse. The Grave Consequences became worse, from broken bones to personal abuse, until the only thing December could accept for himself is perfection. If no chance was given to criticize the things he could control, then there would be no pain. While he accepts outside criticism, he obsesses over it, going over the situation in his head repeatedly, as if he has blinders on. He is patient and kind still to others, but to himself, the smallest of failures lead to a manic period to fix what he perceives as wrong. This has led to more than a few sleepless nights and destruction of progress in search for perfection. Excessively Empathetic: There is so much suffering out there to see. Not only because of the war, but within their own ranks. People just seem to be broken and battered without any reason for it. And December feels it. Every single bit of pain that someone comes to him with, he takes it as his own and tries to do everything he can to help. But he's never been very good at discerning truth from fiction. It's easy to take advantage of his giving and feeling ways, especially since he seems all too ready to take the shirt off his back and give it to you, even if you're fully clothed. With something resonates with him extremely well, he's stuck and broken for a few days, unable to shake that thought of the other person's plight out of his mind, and leads to mistakes... That are then overly assessed with and shamed by himself, sticking him in a loop of negative emotions until the next situation shakes him free of it.
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Posted: Fri Sep 24, 2021 1:02 am
MINOR REVISIONCharacter Name: Transcendent Super Sailor AnserReason for Revision: She's finally an full senshi and should probably have not-chibi attacks. Revisions Requested: Old Attacks: Here!New Attacks:Quote: Attacks: Sailor Scout Attack: "Mother Goose!"Geese are known for being great guards. Anser says her attack name and an ethereal goose appears in front of her, honking. After the gosling honks out its warning, Anser finds that her reflexes are enhanced, allowing her to either better fight back physically or put some distance between her and whatever danger there may be. ( Usage: Thrice per battle Duration: 25 seconds Range: Localized) Super Sailor Scout Attack: "Mothers Geese!"Geese are known for being great guards. Anser says her attack name and a few ethereal geese appear in front of her, honking. After the geese honk out their warning, Anser and other allies within a ten-foot radius find that their reflexes are enhanced, allowing them to either better fight back physically or put some distance between themselves and whatever danger there may be. ( Usage: Twice per battle Duration: 30 seconds Range: 10ft radius) Eternal Sailor Attack: "Anser's Gaggle!"Anser says the name of her attack and a few ethereal geese appear. They're friendly. They're inclined to head towards an ally who is injured, like how geese stay with their injured. (They may also stay with her if she is injured). They are comforting, and over 45 seconds, make her or her ally feel better. Any minor to medium injuries they may have incurred heal as well, with severe injuries at least feeling less immediately painful. If approached by an enemy during this time, they may find themselves being chased off by an ethereal goose.( Usage: Once per battle Duration: 45 seconds Range: Localized)
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Codebreaking Conversationalist
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Posted: Tue Sep 28, 2021 8:41 pm
MAJOR REVISIONCharacter Name: Zev Mikael / Sailor Hati Reason for Revision: Adopting Zev from Kae Link to Old Profile: blorpLink to Revised Profile: schlorp
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Posted: Thu Sep 30, 2021 1:26 pm
MINOR REVISIONCharacter Name: Sailor Asmodeus of the InfernoReason for Revision: ICly, her magic will have changed on her purification. OIOCly, I think I can do better than what she's got as of now because I wrote this magic eight years ago 8D;;;;; Revisions Requested: OLD MAGIC: Quote: Sailor Scout Attack: Flames of Phlegethos! Sailor Asmodeus speaks the name of her attack and extends one arm towards a target within six feet, touching the fingers of the other to the inside of her elbow. She sweeps her hand forward, and a burst of flames flies from her hand. It strikes the ground two feet from her target, and a circle of flames erupts around them with a three-foot radius. These flames are incredibly hot, and touching them will result in burns - it is even somewhat painful just to be within a foot of the flames on either side. Flammable material that comes in direct contact with these fires for longer than about five seconds can catch on fire, and these "secondary" fires do not go out when the magic ends. The magical flames last for twenty-five seconds. Asmodeus can use this attack twice per battle. Super Sailor Scout Attack: Avernian Eruption! Sailor Asmodeus speaks the name of her attack and extends one arm forward, touching the fingers of the other to the inside of her elbow. She sweeps her hand forward, and a burst of flames flies from her hand. It strikes the ground eight feet from her, and a circle of flames erupts around her with an eight-foot radius. These flames are incredibly hot, and touching them will result in burns - it is even somewhat painful just to be within a foot of the flames on either side. Flammable material that comes in direct contact with these fires for longer than about five seconds can catch on fire, and these "secondary" fires do not go out when the magic ends. The magical flames last for twenty-five seconds. Asmodeus can use this attack twice per battle. Eternal Sailor Attack: Hurl Through Hell! Sailor Asmodeus closes her eyes, reaches out as if grasping a polearm, and speaks the name of her attack. A scythe that appears to be made of fire appears in her hands, and she slams it on the ground in the direction of one target. Cracks appear on the ground between her and them, opening up into a fiery abyss into which the target "falls." This is an illusion perceived by everyone within eyesight of Asmodeus and the target. The illusion persists for ten seconds, at which point the target "reappears," suffering the pain of third-degree burns without the physical damage. The target themself perceives the experience as falling through a blazing inferno. This pain lingers for another thirty seconds. (So in primary and secondary effects, the attack lasts forty seconds total.) Asmodeus can use this attack once per battle. NEW MAGIC:Quote: Sailor Scout Attack: Flames of Phlegethos! Sailor Asmodeus speaks the name of her attack and extends one arm towards a target within six feet, touching the fingers of the other to the inside of her elbow. She sweeps her hand forward, and a burst of flames flies from her hand. It explodes into a fireball with a radius of 6 feet, and enemies caught in it will experience the pain of first-degree burns for 30 seconds, with actual damage to exposed skin possible at player discretion. Asmodeus can use this spell three times per battle. Super Sailor Scout Attack: Avernian Eruption! Sailor Asmodeus speaks the name of her attack and extends one arm towards a target within six feet, touching the fingers of the other to the inside of her elbow. She sweeps her hand forward, and a burst of flames flies from her hand. It explodes into a fireball with a radius of 8 feet, and enemies caught in it will experience the pain of second-degree burns for 30 seconds, with actual damage to exposed skin possible at player discretion. Asmodeus can use this spell twice per battle. Eternal Sailor Attack: Infernal Blaze! Sailor Asmodeus speaks the name of her attack and holds out a hand, and a fireball forms in her palm. She throws it up, and it grows massive and explodes around her with a radius of 12 feet, appearing to set the area aflame. Enemies caught in the blast will feel as if they are burning up, and those that have committed evil acts--murder, forced corruption, and similar--will find that the pain is significantly more intense. Those affected may be left with moderate burns at player discretion. The effects last for 30 seconds, and Asmodeus can use this attack once per battle.
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Posted: Thu Sep 30, 2021 7:13 pm
MINOR REVISIONCharacter Name: Chibi-Sailor Amaterasu; Senshi of SunrisesReason for Revision: I'd like to bring both her magic and her hobbies more in line with her concept as a healer. Revisions Requested:Hobby Change: Karate - Himiko began studying karate when she was 5. She enjoys the exercise and learning how to beat up bad guys. to Medicine - Himiko is fascinated by medicine and hospitals and doctors. She thinks its amazing how they save lives and helps people. She wants to be a doctor when she grows up and she loves playing pretend doctor with her friends or stuffed animals. & Magic Change: Super Sailor Scout Attack: Sparkling Solar Dream Aegis Amaterasu holds her hands together in front of her. As she raises her hands towards the sky a shining ball the size of a basketball appears, the action mimicking a sunrise. Those within range of the light feel refreshed and rejuvenated as though just waking to the sunrise after a night's rest, they feel energy returning to them and minor wounds such as scrapes and bruises and small cuts are healed. Those inside the light may also lose the will to fight or cause harm, at player discretion this can also work on enemy characters. Uses: 3 Duration: 20 seconds Reach: 7 feet Eternal Sailor Attack: Amaterasu Heavenly Solar Arc Amaterasu holds her hands together in front of her. As she raises her hands towards the sky a shining ball of light just a little taller than her rises from behind her, mimicing a sunrise. All enemies are compelled to look into the light, where they will then be temporarily blinded and disoriented. Characters who look into the sun for longer will suffer more severe blindness, though others may simply have large spots affecting their vision or be unable to open their eyes to see what is going on because of the brightness. At player discretion, close proximity to the rising sun can leave burns or welts, however as a chibi these will always be minor. Time (blinded): 35 seconds Uses: 1 Range: up to 10 feet (chibi) to Super Sailor Scout Attack: Sparkling Solar Dream Aegis Amaterasu holds her hands together in front of her. As she raises her hands towards the sky a shining ball the size of a basketball appears, the action mimicking a sunrise. Those within range of the light feel refreshed and rejuvenated as though just waking to the sunrise after a night's rest, they feel energy returning to them and minor wounds such as scrapes and bruises and small cuts are healed. Those inside the light feel a major decrease in the desire to fight or cause harm. Uses: 3 Duration: 20 seconds Reach: 7 feet Eternal Sailor Attack: Amaterasu Heavenly Solar Arc Amaterasu holds her hands together in front of her. As she raises her hands towards the sky a shining ball of light just a little taller than her rises from behind her, mimicking a sunrise. Those within range of the light feel refreshed and rejuvenated as though just waking to the sunrise after a night's rest, they feel energy returning to them and minor and moderate wounds such healed. Those inside the light feel are compelled to not fight or cause harm or feel a burning sensation. Time : 30 seconds Uses: 1 Range: up to 10 feet (chibi)
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Posted: Mon Oct 04, 2021 10:21 am
MINOR REVISIONCharacter Name: AogashimaReason for Revision: slight change to weapon progression, magic is staying the same Revisions Requested: plastic planisphere (page)/ planisphere held by a chain (squire)/ more ornate planisphere on a chain (knight)
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Posted: Sat Oct 09, 2021 9:57 pm
MINOR REVISIONCharacter Name: Folkvangr of Ganymede Reason for Revision: Changing Knight weapon + why did I make her magic touch? We're giving it a radius.Revisions Requested: Quote: Squire: An elegant fan with delicate embroidery Magic: Fólkvangr taps one target with her fan, and they begin to smell something that to them will resemble whatever they desire most - a person, a thing, a place, or anything at all - and will be infused with a certainty that Fólkvangr has it and can give it to them. For as long as Fólkvangr is channeling, the affected targets will feel compelled to do whatever she wants in order to earn her favor and receive it. This compulsion can be resisted if she gives an order or asks a question that goes wholly against their nature or would likely result in their death or an impermissible identity reveal. Fólkvangr can channel for up to 30 seconds. Knight: Two elegant fans, lavishly embroidered, connected by a delicate golden chain Magic: Fólkvangr taps up to two targets with her fans, and they begin to smell something that to them will resemble whatever they desire most - a person, a thing, a place, or anything at all - and will be infused with a certainty that Fólkvangr has it and can give it to them. For as long as Fólkvangr is channeling, the affected targets will feel compelled to do whatever she wants in order to earn her favor and receive it. This compulsion can be resisted if she gives an order or asks a question that goes wholly against their nature or would likely result in their death or an impermissible identity reveal. Fólkvangr can channel for up to 45 seconds. TO:Quote: Squire: An elegant fan with delicate embroidery Magic: Fólkvangr waves her fan, and enemies within eight feet of her begin to smell something that to them will resemble whatever they desire most - a person, a thing, a place, or anything at all - and will be infused with a certainty that Fólkvangr has it and can give it to them. For as long as Fólkvangr is channeling, the affected targets will feel compelled to do whatever she wants in order to earn her favor and receive it. This compulsion can be resisted if she gives an order or asks a question that goes wholly against their nature or would likely result in their death or an impermissible identity reveal. Fólkvangr can channel for up to 30 seconds. Knight: An elegant fan, lavishly embroidered, decorated with silk roses Magic: Fólkvangr waves her fan, and enemies within ten feet of her begin to smell something that to them will resemble whatever they desire most - a person, a thing, a place, or anything at all - and will be infused with a certainty that Fólkvangr has it and can give it to them. For as long as Fólkvangr is channeling, the affected targets will feel compelled to do whatever she wants in order to earn her favor and receive it. This compulsion can be resisted if she gives an order or asks a question that goes wholly against their nature or would likely result in their death or an impermissible identity reveal. Fólkvangr can channel for up to 45 seconds.
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