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[RL] Annwn Page of Earth - 'Breu' Caffal (Crit?)

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endejester

Feral Cat

PostPosted: Sat Mar 19, 2011 6:55 pm


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-- Cash Slot with Natsube -
PostPosted: Sat Mar 19, 2011 7:04 pm


Knight Title: (Wonder Name) Page Annwn of Earth

Challenge: The Hunt is On.

Uniform: ELEMENTS TO THINK ABOUT FOR UNIFORM

PLEASE THINK OF YOUR PLANET THEME(S) BEFORE GOING INSANE~!

Top -- Tunic style Top - (Earthy tones Brown or Charcoal?) See a sort of Druidic theme which fits the 'old earth' of well...Earth.
Bottoms -- Pants, not too tight please.
Gloves -- Hunting Gauntlets, heavy leather cuffs.
Belt -- Heavy leather sword belt, one to two wraps but no sword. Belt buckle the Planet symbol?
Shoes -- Knee high boots with a flipped over top.
Shoulders --Cloak? Theme - barn owl - else... a sort of hood attachment but rather than fur could it be a flurry of different colored feathers (mostly owls)
Accessories -- Torc Knecklace - maybe wolves or boar heads
A bird skull pendant around his neck.. perhaps keys at his belt for show and nothing more?
A mask - sort of beastial with nub horns at the tops of his brows and feathers around the eyes in brighter colors - something to make him look sort of alien/fey despite human.
Weapon -- 3 prong stag antler (young buck) - older and dry so not of great use for stabbing (think more like Ares Torch, you'd have to be very very lucky to make such use of it)

Brown, Green or Grey. for Secondary.

Black, Brown or White for primary


Page Magic - NA - Uses two prong antlers (ala a young buck deer) to defend or deflect minor attacks, ultimately useless against stronger attacks the prongs will break if used in any twisting defense against a pole arm.

Squire Magic - Now wielding a 5 prong angler (older Buck), he raises the antler above his head as though to signify the start of a hunt. As he sweeps the horn down again in the direction of his foes those before him that are of equal or lesser strength feel the growing urge to run... the feeling that something terrible will happen if they remain or simply the need to move and keep moving till he is safely out of sight.
Stronger enemies though feel the growing urge to fight, like a wild animal whom has been challenged for it's territory it promotes in them the want to attack and defeat the Squire. - This attack lasts for a duration of 40 seconds.

--disruption- stopping the downward sweep before it crosses the midpoint of his torso disrupts the attack. This includes but is not limited to disrupting his balance and causing him to alter the direction of his sweep from the original path.

Knight attack - The Same 'attack' as before only rather than lifting the antler over his head he points his staff towards the enemy in question before slamming the base of it into the ground. The results now include an increased feeling of fellowship and cohesion in those around him, petty fights may be briefly set aside for a common enemy/goal. The effect lasts for 40 seconds.

-- Disruption - Preventing him from striking the ground with the staff disrupts the attack, this may include putting something or some one between him and the ground on which he stands or 'would stand' should he be lifted off the ground at the time. ((Feet not recommended as an interruption tool but viable))


Current sketch in progress from Natsu receiving something like -http://i33.photobucket.com/albums/d66/KatchooLater/5727_2.jpg[/IMG]
Only not perhaps the same direction.


Weapon Notes -

2nd stage - 5 = pronged pair of antler (One antler 5 'points issuing from the root), sheathed on his 'back' in a harness, it would peer branchlike over his shoulder but it's final appearance is entrusted to Natsube.

3rd stage - a long staff with a twisted root-top which has a deer skull bound to it. the horns of the skull would still be attached and forward facing, adorned in probability with feathers and beads and as previous stages is largely in Natsube's hands like his costume.
X - Deeply Horrific fast photoshop cobble of googled images not for profit or true reference SIMPLY the basic idea... only horrid.



Rest of outfit progresses in the same vein except that at Knight stage I'd love antlers at his shoulders even if they are ornamental too.

endejester

Feral Cat


endejester

Feral Cat

PostPosted: Sat Mar 19, 2011 7:08 pm


What is Annwn?

ripped from wiki - In both Welsh and Irish mythologies, Annwn was believed to be located either on an island or underneath the earth. In the First Branch of the Mabinogi, it is implied that Annwn is a land within Dyfed. Two other feasts that occur in the Second Branch of the Mabinogi are located in Harlech in northwest Wales and on the Island of Grassholm (Davies 2007).


Read more Here!
PostPosted: Sat Mar 19, 2011 7:23 pm


Moving

endejester

Feral Cat


kalindara

PostPosted: Sun Mar 20, 2011 9:22 pm


Yay, Breu! I love that so many old civvies are being turned into Knight quests!

Love the theme, the whole 'wild hunt' thing going on. I rather expected him to be named for mythical (or real) forest, then, not for the Welsh Otherworld, but I'm guessing that's where the figures from the Wild Hunt dwelled when it wasn't hunting time? ^_~

Great weapon choice, using antlers sounds really interesting. I'm not sure I get why it progresses to a staff at the Kngiht stage? He seems to have gone from hand-to-hand weapons to something more suiting a full mage - even with the deer theme still in there on top of the staff.

Magic effects sound great. I'm just wondering what the time and/or range limits are on them. Can only one enemy at a time be left feeling hunted? How long do they feel that way for? I do love the fight/flight effect based on rank compared to his own, that is wonderful <3

Hope this helps!
PostPosted: Mon Mar 21, 2011 4:50 am


Edited in a durration assumption that will need clarified <3

Weapons aren't meant for combat but more as a focus, paired more or less because they are horns <3

All the stages are honestly supposed to imply druidic references rather than hand to hand combat too :3 Hope that helps to clear up the progression!

Also for the name - the Cwn Annwyn are the hounds of the wild hunt so there are definatly ties there biggrin

endejester

Feral Cat


endejester

Feral Cat

PostPosted: Sat Apr 02, 2011 9:11 pm


Images for inspiration added here... --

Herne awakens the GreenMan
Breu Hair!! *shot*
PostPosted: Tue Apr 12, 2011 5:13 pm


Editing <3

Editing in form!!

endejester

Feral Cat


Akina Tokuwa

PostPosted: Sun Apr 17, 2011 5:59 pm


After looking over the weapon, I think the squire one needs some revision. Right now, it reads as a handful of antlers, which is a little confusing. If it begins as a set of deer antlers, perhaps it becomes some sort of extended psuedo-staff with an antler on either end at squire stage? And then, at Knight, stick with the deer skull staff, or what have you.

Zanazziite also has an antler-themed weapon that is going to end up looking like this eventually. This is just an FYI for when you hit Knight stage and start designing the particulars of your staff. You don't want to step on toes.

Quote:
Theme/Power - Nature/Earth. (progressive from after page upward)

In nature you hunt, or you are hunted. It is the way of all things, it is the way of the wild hunt.

Passive effects: Against him they might feel an effect of edginess, a feeling that they are being hunted, flightiness as though they are they prey, fight might be the reaction of those higher in power/rank than himself, flight would be emphasized for those lower.

Passive Effect 2: flip side - those fighting with him might feel a sort of pack mentality, a thrill, an enhanced confidence which would ultimately be a give and take. Too much confidence would be painful.

Time duration: Waiting for standard time but assuming it's about the same duration as a senshi - say 40 seconds to one minute duration of the feeling.


I assume "Passive Effects" is the squire stage. And "Passive Effect 2" is the knight stage.

How is his power channeled? For the Knights, they have to be holding their weapon in some way to signal their power. What does he do? If someone knocks his weapon to the side, does the effect stop? I'd put in these ways to prevent his power from taking hold just for the sake of people RPing with him.

If I understand it correctly, his attack is basically bringing out the 'fight or flight' instinct in his enemies. So he would encourage weaker enemies to run away, or be nervous? But he would actually imbue stronger enemies with more dedication to the battle? The way it is written right now, I find it a little difficult to understand the power description.

So here is my interpretation:

Squire: Makes all enemies antsy: weaker ones are antsy because they want to run, stronger ones are antsy because they feel a swelling urge to attack. All in all, this is distracting for opponents.

Knight: In addition to having the exact same effects on enemies as his squire stage, now all of his allies feel an increased cohesiveness, togetherness, confidence, and desire to work together to win.

If this is correct, I would recommend rewriting the powers in order to make it clearer, in addition to explaining how he channels his attack (and therefore how it can be stopped), as well as a clarification on the physical appearance of his weapon across all three stages.
PostPosted: Sun Apr 17, 2011 6:01 pm


ERK! me culpa! I should have moved that *DOuble face palm of endefail*

endejester

Feral Cat


Akina Tokuwa

PostPosted: Sun Apr 17, 2011 6:22 pm


I edited the post above with the crit!
PostPosted: Tue Apr 19, 2011 1:20 pm


I have inks now! I can at least show his first stage weapon if needed <3

Fixed up some... ty so much!

endejester

Feral Cat


Akina Tokuwa

PostPosted: Tue Apr 19, 2011 2:03 pm


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