In the Name of the Moon


CIVILIAN
[b]Name:[/b] (Please make sure you have a unique surname for your character unless you have player permission to use the same last name! You can check the Master Character List for last names that are already in play!)

[b]Nickname:[/b] (Optional)

[b]Gender/Pronoun[/b]: (Optional)

[b]Age:[/b] (Some factions only allow characters to awaken within certain age ranges, so make sure your civilian fits within the appropriate range for their powered side!)

[b]Birthday:[/b]

[b]Sign:[/b] (Optional)

[b]Gemstone:[/b] (Optional; follows your zodiac sign)

[b]Blood Type:[/b] (Optional)

[b]Fav. Food:[/b] (Optional)

[b]Hated Food:[/b] (Optional)

[b]School/Occupation:[/b] Schools are: Knightside Elementary (Elementary and Middle School Students) Meadowview High School (Highschool) , Crystal Academy (Highschool) , Hillworth Grammar School (Highschool) , St. Magdalena's Seminary (Highschool) , Azure Valley Academy (Highschool) , Romano's Constitutional Haven (Highschool) Sovereign Heights Prep School (Ages 18-22 only), Horizon Institute for Technology and Science (Grades 7-12, some college), Destiny City University (College, accepts all ages). Information about schools can be found in the Tips below the form! If your character does not go to school (or goes to school but also has a job) you can instead fill out their 'Occupation'! If they do not attend school and do not have a job, please just fill out 'N/A'. Please see the Tips below the form for information on what occupations are allowed!

[b]Hobbies:[/b] What does your character do outside of school/work during their civilian life? This should be an activity that they do on a regular basis, and should be something they could reasonably do in the setting and within their financial means. At least two hobbies are required, but up to five are welcome. Each hobby should be described with at least two sentences. Hobbies should be something that can encourage roleplay or be used to inspire roleplay, however players are allowed to have solitary hobbies as well.

[i]Example:[/i]

[i]Reading[/i] -- Matt enjoys reading fantasy and science fiction books. He’s usually overworked and physically exhausted from his day to day life, but reading is a stress free, low effort task that allows him to escape into other worlds. He is always looking for the next best book, and loves to support local authors. He has attended book releases and has a podcast where he reviews and recommends a few books a week.

[b]Virtues:[/b] These are positive aspects about your character's personality that affect them on a daily basis, and are things your character could be praised and admired for. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘likes animals’), shouldn’t be overpowered (such as ‘Perfect’), and shouldn’t be based on their physical appearance (such as ‘pretty’). Virtues are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other.

[i]Example:[/i]

[i]Outgoing[/i] -- Matt is an outgoing guy. He's always the life of the party, and loves to socialize. He is always eager to make new friends, and he isn’t afraid to try new things. His social battery never seems to deplete, and his kind and carefree demeanor makes him easy to be around. He is always enthusiastic and gives everything his best effort.

[b]Flaws:[/b] These are negative aspects about your character's personality that affect them on a daily basis, and are things your character could be disliked or criticized. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘hates kids’), shouldn’t be based on fears (such as ‘afraid of the dark’), and shouldn’t be based on anything that manifests physically (such as ‘clumsy’). Phobias and illnesses (physical or mental) are not viable flaws. Flaws are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other.

[i]Example:[/i]

[i]Forgetful[/i] -- Matt can be overenthusiastic and often bites off more than he can chew. He will agree to obligations or plans and completely forget that he’s made a commitment. He can come across as fickle and flaky because it’s never guaranteed that he’ll actually show up. He tends to forget names, dates, and other important things regularly and needs to be frequently reminded about important things. It is easy for him to become distracted and he often jumps from one thing to the next; he can come across as careless and negligent.

[b]PHYSICAL DESCRIPTION[/b]

[i]Hair and eye colors cannot change from civilian to powered form, nor can tattoos or piercings. If your character has a tattoo as a civilian it will appear on the powered art, though will have a glamour to prevent people who have seen both from identifying civilian identities. Hairstyles can change between civilian and powered form; only Corrupted Senshi have vastly different hair between civilian and powered forms (their hair grows extensively in length!) Unnatural hair and eye color are perfectly fine, and there is no need to say they use hair dye or wear contacts - your character is free to have been born with blue hair if you want. Genetic heterochromia is allowed, but please consider that this is still considered an oddity in our game environment; you are free to play with it but we encourage players to be considerate of this fact! If your character is intended to have different colored eyes due to injury, please make sure you have done adequate research and include relevant information when you post a quest, or PM the shop mule, [b]The Space Cauldron[/b], for help! Because civilian art isn’t required for play, this part of the form will be helpful in making sure others know how your character appears if you don’t yet have art for them. [b]Please make sure you are describing your character's civilian appearance! If they are an alien (such as a Vanguardian or Deep Space Senshi) or a youma/half youma, the below information should only describe them as they appear while in their 'human glamour'[/b]. You can describe their true, unglamoured appearance in the appropriate powered section of their quest![/i]

[b]Eyes:[/b] Color, shape.

[b]Hair:[/b] Color, style, accessories. You can post references or style words!

[b]Face:[/b] Shape, features -- Does your character have a round or oval or heart-shaped face, freckles, big ears or not; this is just to describe their face!

[b]Skin Tone:[/b] If possible, a hex code may be helpful for the artist’s purposes, here!

[b]Body Type:[/b] Are they tall, short, muscular, curvy, lithe, etc.?

[b]Clothes:[/b] If you are getting student art, your character will be drawn in the school uniform. If you are getting a civilian outfit, this will discuss the general style of your character! This doesn’t have to be the only type of outfit your character wears, but filling out this part of the form can be helpful for others to imagine what your character looks like.


SENSHI
[b]Senshi:[/b] Senshi name and Sphere. The Senshi Name must be an unclaimed Celestial Body (such as a star, comet, moon, planet, or asteroid). You [b]must[/b] provide a link to the celestial body of the same namesake as your senshi! The Senshi Sphere is the theme of their power and should be what their magic is based on; these can only be based on things that are older than five hundred years. For example, “Sailor Venus, Senshi of Love,” or “Sailor Pluto, Senshi of Time”. Some Celestial Bodies and Spheres are limited so please see the Tips below the form!

[b]Uniform Color:[/b] Main and secondary. Give us a hex code if you'd like. The bodices of Order Senshi (including chibis) will always be white, and the bodices for Dark Mirror and Corrupted Senshi will always be black. Characters should have at least one main color and one secondary color, but other colors can be used as needed.

[i]Main Color:[/i]
[i]Secondary Color:[/i]

[b]Uniform:[/b]

Reference pictures may be used in place of descriptions, but please be prepared to give extra detail if your artist requires it!

[i]Tiara[/i] -- Every Order senshi is required to have some form of tiara. Beaded? Traditional? Woven fabric across your forehead? Corrupted Senshi do not need a tiara; instead they have a cracked black hole in their forehead.
[i]Choker[/i] -- Choker is a classic, or a necklace? Or a scarf?
[i]Collar[/i] -- Plain sailor collar? All senshi [i]must[/i] have a collar with one stripe at first stage.
[i]Bodice[/i] -- A swimsuit-type bodice? Order Senshi need a white bodice; Chaos Senshi need a black bodice. Some factions, like the Dark Mirror Court, have specific uniform requirements for their bodice and the amount of skin showing, but no other Senshi have restrictions. The bodice simply needs to be visible and be the lowest layer of fabric on their uniform.
[i]Chest Bow[/i] -- You need some form of frontal decoration and all senshi must have some kind of bow. All Senshi but Corrupted Senshi require a chest bow.
[i]Brooch[/i] -- Round? Shaped like anything? Keep this plain for the first incarnation. All Senshi but Corrupted Senshi require a brooch; instead, corrupted senshi have a cracked black hole in their chest.
[i]Sleeves[/i] -- Got sleeves?
[i]Gloves[/i] -- Any gloves?
[i]Buttbow[/i] -- All Senshi need a buttbow or sash around their waist
[i]Bottoms[/i] -- Shorts? Capris? Miniskirt? Tea-length cocktail skirt? Your typical school girl skirt? All Senshi bottoms need to have one stripe or at least one layer of fabric for first stage.
[i]Shoes[/i] -- Go crazy!
[i]Accessories[/i] -- Any accessories? Earrings? Jewelry? Some factions, like the Dark Mirror Senshi, have extra uniform features (like a transparent overlay, or metallic bracers) ; please make sure that you have checked the character uniform requirements! A link to this can be found in the ‘Tips for Creating a Senshi Character!’ found below the form.


[b]Attacks:[/b] These are your senshi's abilities and should correspond to your senshi's sphere. Senshi unlock a new magical ability to use in battle as they rank up ICly! Chibi Senshi should have weaker versions of the standard magic, or should have magic that backfires. Corrupted Senshi are allowed to have ‘darker’ magic. ‘Late Blooming Senshi’ ages 21-27 should have magic written the same as other standard Senshi but should have IC effects or erratic magic. More information can be found in the tips below! Senshi magic should be written to have a duration, a range, and number of uses. Senshi magic should be written to have a base ability, however players [i]can[/i] include optional effects, such as more powerful or lasting damage, that their RP partner can choose to be affected by! Senshi magic can be a buff or debuff, can be offensive, defensive, or create illusions. Senshi magic should typically only be one type of magic; it should not be a buff, and be offensive and defensive, for example.

[b]Sailor Scout Attack:[/b] Name.
This is your most basic attack. Magic for Basic Senshi ages 14-27 typically lasts for about thirty seconds, has three uses, and affects enemies within ten feet, however this is all subjective and depends on the type of attack. Chibi magic should be less powerful than standard magic, and may have a shorter duration or a smaller range.

[b]Super Sailor Scout Attack:[/b] Name.
This attack is an upgrade of your first attack! It should be written nearly the same, except it can have more powerful effects. Magic for Super Senshi ages 14-27 typically lasts for about thirty to thirty five seconds, has two uses, and affects enemies within ten to fifteen feet, however this is all subjective and depends on the type of attack. Chibi magic should be less powerful than standard magic, and may have a shorter duration or a smaller range.

[b]Eternal Sailor Attack:[/b] Name.
This attack can either be an upgrade of your super attack OR a completely new magic! It is the most powerful Senshi magic. Magic for Eternal Senshi ages 14-27 typically lasts for about thirty five to forty five seconds, has one use, and affects enemies within fifteen to twenty feet, however this is all subjective and depends on the type of attack. Chibi magic should be less powerful than standard magic, and may have a shorter duration or a smaller range.

[b]Deep Space Senshi:[/b] (Please delete this and the below section if you are not questing for a Deep Space Senshi. When creating a Deep Space Senshi, some information on the civilian form will be different, such as age; please include what age they appear [i]as well as[/i] their actual age. Their birthday can be the date they arrive on Earth or any other day they choose. Their blood type should be any human blood type but should always be compatible with humans.)

[b]Physical Features[/b]: Deep Space Senshi can have limited non-human features, but full information on this can be found in the Senshi information thread. Please describe your features here as best as possible before getting art so we can ensure that they meet guidelines.

[b]Backstory/History[/b]: Because these are rare characters, you must include a brief backstory for them prior to arrival so we can make sure this abides with canon. Please see the Deep Space Senshi post in the Senshi thread for information about backstories, age, and arrival. If you would prefer to PM this in to the mule to make sure it works, you can do that instead but this must be approved before your character can come into play.


KNIGHT
[b]Knight Title:[/b] (Wonder Name), Page of (Planet Name) ; a Knight Wonder is the source of their power. This can be named after a natural landmark on Earth (such as a mountain, river, hill, forest), a manmade location (such as a city that is at least five hundred years old), or a landmark on the planet being quested (such as a crater on Mars for a Mars Knight). Make sure to include a link to your Wonder! More information on choosing a Wonder can be found in the ‘Tips’ below the form!

[b]Wonder Description[/b]: (This section only needs to be filled out for Moon Knights; please disregard this section if you are questing for any other Knight! Because Moon Knights are newly assigned Wonders, they must reflect the themes of the Moon. Players should describe the physical location they want as well as why that area might have been symbolic or meaningful in the Moon Kingdom in the past. Players may need to work with staff to adjust Wonder description and lore to fit canon. Moon Knights named for features on the Moon should use the Latin names. When the Code chooses a Wonder for a new Knight, it will only ​assign locations that are reasonably able to be protected by one person. Moon Wonders will be no more than 30 miles wide in any direction; if a large feature, such as a sea, is used to name a Moon Knight, the player will need to design an important location within the natural feature that will share the name, but they will not protect the [i]whole[/i] location. For example, a Knight named for Mare Serenitatis would be known as Serenitatis, Knight of the Moon; they would protect a single location no more than thirty miles in diameter within Mare Serenitatis; other Wonders maybe located in the actual observable Mare Serenitatis.)

[b]Uniform:[/b] Knights all have a different theme depending on what Planet/Celestial Body they represent. Check the Knight Information Thread to get an idea of what designs would be appropriate to best represent your Knight's planet! Each Planet has a specific color palette so make sure you are drawing from that when designing your Knight! The outfit might have a few accent colors that stray from the palette, but the majority of the colors should match it. Metallic colors are allowed for [i]all[/i] Knights regardless of color scheme, but the uniform must feature predominantly palette colors! Dark colors should not dominate the uniform so even if the color palette is naturally dark, please keep this in mind! You can incorporate white or gray into your design in moderation, Your Knight should have their planetary symbol presented as a major motif in their outfit, so please consider where these symbols might best appear on their uniform! These things, and more information about uniform guidelines, can be found in the Knight Information Thread and the Custom Procedures Thread! Links to these threads can be found below in the ‘Tips’ below the form!

Reference pictures may be used in place of descriptions, but please be prepared to give extra detail if your artist requires it!

[i]Top[/i] -- Thigh-length traditional side-fastened coat? Shorter? Longer? Exposed undershirt? Cropped? Buttons? Toggles? Long sleeves, or short sleeves? Sleeves at all? What's the collar like? Is it a dress? You are generally as basic as it gets here and should be something you can be very active in.
[i]Bottoms[/i] -- Skirt? Pants? Shorts? Culottes?
[i]Gloves[/i] -- Got any?
[i]Belt[/i] -- Belt? No belt?
[i]Shoes[/i] -- What kind?
[i]Shoulders[/i] -- Epaulettes? Shoulderpads?
[i]Accessories[/i] -- What kind? Pages and Squires cannot have capes, so please keep this in mind!

[b]Weapon & Magic[/b]

Knights fight with a magical artifact that they can channel magic through once they reach their second stage. This artifact is called a ‘weapon’, though it cannot be bladed or lethal, cannot be anything that could not be reasonably held, and must be a single item. They cannot be a pair of items (such as a pair of gloves) ; magic can only be channeled through one item. As they grow in power, their weapon will grow, and their magic will as well. Knight weapons will have three forms and should always be timeless. These are ancient antiques that have been passed down through each incarnation. At second stage, a weapon can have magic themed on the planetary powers of the world their Wonder is located on. Tips about writing magic can be found below the form!

[i]Page Weapon:[/i] This should be a broken or weak object, or a toy or accessory. A Page Weapon might be a necklace, a broken hilt, or a basic item themed on the planet the Knight serves. A Neptune Knight, who has a power theme of ‘music’, might have an old musical instrument, such as a wooden flute. You have no magic at this stage.

[i]Squire:[/i] At this stage the weapon grows into something more useful. It can do damage but it should not be immensely powerful or lethal. From the examples above, a Squire Weapon might evolve into a heavy chain, a dull ceremonial sword, and a pretty flute.You gain access to your magic pool at this stage. Magic is channeled from a pool of energy and can be turned on and off at will. Magic must reflect the power themes of the world the Knight serves. The casting time for Squire magic pool is typically between 30-45 seconds at this stage depending on effects; offensive and debilitating magic will generally have a smaller magic pool, but healing magic, shields, and illusion magic usually have a larger magic pool. Most magic will typically have a range of about ten to fifteen feet at this stage but this may vary depending on effects.

[i]Knight Weapon:[/i] At this stage the weapon grows into its final, most useful stage. It can do damage but it should not be immensely powerful or lethal. The weapon can become more ornate, or capable of doing more damage. From the examples above, a Knight Weapon might evolve into a heavy chain with a lantern at the end, a dull, but extravagant ceremonial sword, and an ornate flute.Your magic may become more powerful at this stage, and you gain a longer channeling time. Magic is channeled from a pool of energy and can be turned on and off at will. Magic must reflect the power themes of the world the Knight serves. The casting time for a Knight’s magic pool is typically between 45-60 seconds at this stage depending on effects; offensive and debilitating magic will generally have a smaller magic pool, but healing magic, shields, and illusion magic usually have a larger magic pool. Most magic will typically have a range of about fifteen to twenty feet at this stage but this may vary depending on effects.


NEGAVERSE
[b]Negaverse Alias:[/b] Lieutenant (Mineral Name). Remember to provide a link to your mineral! There are some restrictions to mineral names, so please see the ‘Tips’ below the form for full information!

[b]Uniform:[/b] The Negaverse is a military organization, [b]uniforms should be in the style of formal/ceremonial military uniforms or present day business professional wear[/b]. There are a lot of rooms for variations and bringing in themes, but ultimately the goal is to make sure they look organized and professional! Your stamper or artist will be able to help you if you are struggling with designs. While some designs may be sultry, please try to avoid overly sexual outfits! Negaverse characters can be as young as fourteen, so please try to keep your uniform appropriate. Negaverse Uniforms should be predominantly dark; you may use lighter colors in moderation to provide piping or other accents to the uniform. [b]While professional businesswear must be inspired by present day standards, Formal Military, Military Dress Uniform, and Ceremonial Uniforms from any era or region can be used as inspiration. Please be prepared to do research on this or reach out to the Space Cauldron if you have questions about what might fall under this umbrella.

You can use the following list to help emphasize design aspects of your Negaverse character but you must provide images of your inspiration. You may work with an artist to incorporate other designs but you must provide at least one reference image for your Negaverse character[/b].

[b]Reference Image[/b] -- (Include at least one image of a present day business professional uniform or a Formal Military/Military Dress/Ceremonial Military Uniform to use for design reference. Please also include information to identify the military style so staff can do any necessary research about it. Your uniform does not need to be 1:1 based on any single design and can be a fusion of military/businesswear styles, or even incorporate some other styles, but the base of it must be clearly identified as military/businesswear. Even if you are asking an artist to CC a design, please include at least one reference image for them to work with)[/b]

[i]Top[/i] -- Thigh-length traditional side-fastened coat? Shorter? Longer? Exposed undershirt? Cropped? Buttons? Toggles? Shoulderpads? Long sleeves, or short sleeves? Sleeves at all? What's the collar like? A dress? Lieutenant outfits tend to be free of many decorations and should not contain armor of any sort at this stage.
[i]Bottoms[/i] -- Skirt? Pants? Shorts? Culottes?
[i]Gloves[/i] -- Got any?
[i]Belt[/i] -- Belt? No belt?
[i]Shoes[/i] -- What kind?
[i]Shoulders[/i] -- Epaulettes?
[i]Accessories[/i] -- What kind? Remember, capes are reserved for Negaverse Generals (though not all are required to have them), so they should not appear on Lieutenant or Squire artwork!

[b]Weapon[/b]

Negaverse Agents fight with a weapon that grows in strength and power as they rank up. At Lieutenant stage, weapons should be toy or gag items; they can be based on just about anything that can reasonably be held, but by Captain stage they should evolve into a useful weapon. By third stage, the weapon can be lethal and may have a slight magical enhancement. Negaverse Agents are not magical characters, so the magic on their weapon should be something akin to a slight enchantment rather than channeled or casted magic. Tips about this can be found below the form!

[i]Lieutenant Weapon:[/i] This should be a toy, prop, or gag weapon, or should be a fragile trinket that generally cannot cause damage. At this stage, it has no magical power at all. Lieutenant weapons cannot cause much damage but should be a good base to grow into the Captain and General weapon.

[i]Captain Weapon:[/i] At this stage, the weapon evolves into something more useful and should be able to do some damage. It should not be immensely powerful or lethal but it can cause significant harm once you are skilled enough to use it effectively. Magical properties are incredibly rare at this stage, and if any are present then the weapon must have significantly reduced lethality. This weapon must be a middle weapon between the Lieutenant and General weapon and should follow a reasonable growth pattern.

[i]General Weapon:[/i] General weapons are typically very powerful; they can do a lot of damage and should be a reasonable progression from their Captain weapon. Some Generals may get two weapons, or weapons such as a bow and arrow, but Negaverse Agents should never get guns or bombs. At this stage, weapons may have slight magical enchantments, but these should not be anything channeled or cast as a spell. Generals cannot cast spells or activate magic; the magic will always be in their weapon. The magic should not be the prime feature or function of the weapon, but it can be added on provided the weapon is not already extremely powerful. Negaverse magic might be something like ‘the blade is cold to the touch and can chill the skin upon contact’, or ‘the dagger can cause dizziness and nausea for 15 seconds when it cuts someone’. More information about this and weapon restrictions can be found in the ‘Tips’ below the form!


HALF-YOUMA NEGAVERSE AGENT
[b]Negaverse Alias:[/b] Lieutenant (Mineral Name). Remember to provide a link to your mineral! There are some restrictions to mineral names, so please see the ‘Tips’ below the form for full information!

[b]Uniform:[/b] The Negaverse is a military organization, uniforms should be in the style of professional or ceremonial military uniforms or business themed. There are a lot of rooms for variations and bringing in themes, but ultimately the goal is to make sure they look organized and professional! Your stamper or artist will be able to help you if you are struggling with designs. While some designs may be sultry, please try to avoid overly sexual outfits! Negaverse characters can be as young as fourteen, so please try to keep your uniform appropriate. Negaverse Uniforms should be predominantly dark; you may use lighter colors in moderation to provide piping or other accents to the uniform. Half-Youma officers [i]may[/i] have torn, or slightly more ‘feral’ style outfits, but because they are Negaverse Agents at their core, they should still mostly follow the uniform guidelines for Negaverse Agents.

Reference pictures may be used in place of descriptions, but please be prepared to give extra detail if your artist requires it!

[i]Top[/i] -- Thigh-length traditional side-fastened coat? Shorter? Longer? Exposed undershirt? Cropped? Buttons? Toggles? Shoulderpads? Long sleeves, or short sleeves? Sleeves at all? What's the collar like? A dress? Lieutenant outfits tend to be free of many decorations and should not contain armor of any sort at this stage.
[i]Bottoms[/i] -- Skirt? Pants? Shorts? Culottes?
[i]Gloves[/i] -- Got any?
[i]Belt[/i] -- Belt? No belt?
[i]Shoes[/i] -- What kind?
[i]Shoulders[/i] -- Epaulettes?
[i]Accessories[/i] -- What kind? Remember, capes are reserved for Negaverse Generals (though not all are required to have them), so they should not appear on Lieutenant or Squire artwork!

[b]Physical Appearance:[/b] Half-Youma characters should remain clearly human and just have some monstrous physical changes. They are still human at their core and should not have more than 50% abnormal or youma-esque features. They will always appear humanoid and may simply look as though they have adopted some animalistic or monstrous qualities. Half-Youma appear to be humans with monstrous youma parts; all youma parts must be biological in some way. They can appear animalistic, plant-like, or even utilize some crystals. Half-Youma characters may have abnormal skin or eye colors that would not be permitted on human characters. Half-Youma mutations should be biological and should not be mechanical or cybernetic in nature. They must obviously be mutated and should not be able to hide their youma parts beneath their clothing. [i]All[/i] Half-Youma art must be approved by staff to make sure it’s within guidelines, and staff will work with players and their artists to ensure an appropriate level of youmafication is displayed on the art!

[b]Abilities[/b]: Half-Youma do not have weapons like Negaverse Agents. Instead, they have two special abilities. Abilities can have either physical abilities or magical abilities; they can have one of each or two physical, or two magical abilities. Physical Abilities should be things that give them an advantage in battle due to their unique build. Sometimes, certain physical traits can be combined to only count as one ability, allowing them to have a magical ability as well. Magical abilities usually have a finite set of uses, range, and abilities. Information about the parameters of Half-Youma abilities can be found in the ‘Tips’ below the form!

[b]Ability 1[/b] : (Physical or Magical)

[b]Ability 2[/b] : (Physical or Magical)


YOUMA
[b]Name:[/b] (Youma typically only go by one name; this can be the civilian name they had when they were youmafied or a completely new name. Characters acquired through youma cannot claim a Mineral, Wonder, or Celestial Body; existing powered characters who corrupt into the Negaverse can keep their powered names, though!)

[b]Nickname:[/b] (Optional)

[b]Gender/Pronoun[/b]: (Optional)

[b]Fav. Food:[/b] (Optional; youma do not need to eat food and consuming food can make them sick. Some youma may choose to eat, and may still be able to enjoy it)

[b]Hated Food:[/b] (Optional; youma do not need to eat food and consuming food can make them sick. Some youma may choose to eat, and may still be able to enjoy it)

[b]Hobbies:[/b] What does your character do outside Negaverse duties? This should be an activity that they do on a regular basis, and should be something they could reasonably do in the setting and within their financial means. At least two hobbies are required, but up to five are welcome. Each hobby should be described with at least two sentences. Hobbies should be something that can encourage roleplay or be used to inspire roleplay, however players are allowed to have solitary hobbies as well. Youma are severely limited in what they can do as they have a difficult time acting like normal humans; they cannot usually pass for civilians even though they can take a human glamour. These should be hobbies they could reasonably do as a youma.

[i]Example:[/i]

[i]Exploring[/i] -- Matte has always been a curious creature and seems to enjoy scouting out new areas to find unique locations. He is not afraid of intruding on dangerous or claimed territory and is fascinated by the ever-changing landscape of the Rift. Sometimes he will sneak into the Dark Kingdom and try to explore dilapidated houses, or see who is doing what within the city limits. He can become distracted when wandering Destiny City because he can’t keep up with the ever-changing terrain and often winds up in places he shouldn’t be.

[b]Virtues:[/b] These are positive aspects about your character's personality that affect them on a daily basis, and are things your character could be praised and admired for. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘likes animals’), shouldn’t be overpowered (such as ‘Perfect’), and shouldn’t be based on their physical appearance (such as ‘pretty’). Virtues are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other. Youma personalities are typically more animalistic or basic; they are often shells of who they used to be and take on more feral traits.

[i]Example:[/i]

[i]Fearless[/i] -- Matte is not afraid of anything and will tackle any task bravely. He thrives on situations that might ordinarily scare others and the boost of adrenaline makes him feel alive. He will engage in any task without hesitation and will even enter combat against dangerous opponents without concern for his own well-being. He is capable of acting quickly and without hesitation.

[b]Flaws:[/b] These are negative aspects about your character's personality that affect them on a daily basis, and are things your character could be disliked or criticized. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘hates kids’), shouldn’t be based on fears (such as ‘afraid of the dark’), and shouldn’t be based on anything that manifests physically (such as ‘clumsy’). Phobias and illnesses (physical or mental) are not viable flaws. Flaws are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other. Youma personalities are typically more animalistic or basic; they are often shells of who they used to be and take on more feral traits.

[i]Example:[/i]

[i]Savage[/i] -- Matte doesn’t know how to hold back in any capacity. When given a command, he tackles it ferociously. He is merciless and does not know how to show compassion. When in battle, he is fierce and relentless and doesn’t care who gets hurt--himself, or allies--as long as the enemy is handled. This level of brutality makes him a danger when in groups; sometimes he cannot focus on delicate tasks because he goes into a rage when confronted with a threat.

[b]Outfit:[/b] (Some youma may not wear clothes at all, depending on their body type, but some may have the remnants of the outfit they wore before youmafying. There are very few concrete guidelines for what a youma can wear, but they cannot wear something that could be mistaken for another faction, and they cannot wear armor. Players will need to work with their artists and get GM approval on all WIPs of their art.

Reference pictures may be used in place of descriptions, but please be prepared to give extra detail if your artist requires it! If you are writing a description, please include as much detail as possible in paragraph form here.)

[b]Physical Appearance:[/b] Youma characters should clearly be well past the state of Half-Youma and should not be mistaken for a human. They are no longer human and should have more than 50% abnormal or youma-esque features. While they may still appear somewhat human, they need to clearly be drastically different and have extreme animalistic or monstrous qualities. All youma parts must be biological in some way. They can appear animalistic, plant-like, or even utilize some crystals. Youma characters may have abnormal skin or eye colors that would not be permitted on human characters. Youma mutations should be biological and should not be mechanical or cybernetic in nature. They must obviously be mutated and should not be able to hide their youma parts beneath their clothing. [i]All[/i] Youma art must be approved by staff to make sure it’s within guidelines, and staff will work with players and their artists to ensure an appropriate level of youmafication is displayed on the art!

[b]Youma Type[/b]: Feral or Humanoid? Please see the ‘Tips’ below if you need information on the difference between a feral or humanoid youma!

[b]Abilities[/b]: In addition to a unique body type, Youma have two special abilities. Abilities can have either physical abilities or magical abilities; Youma can have one of each or two physical, or two magical abilities. Physical Abilities should be things that give them an advantage in battle due to their unique build. Sometimes, certain physical traits can be combined to only count as one ability, allowing them to have a magical ability as well. Magical abilities usually have a finite set of uses, range, and abilities. Information about the parameters of Youma abilities can be found in the ‘Tips’ below the form!

[b]Ability 1[/b] : (Physical or Magical)

[b]Ability 2[/b] : (Physical or Magical)


GUARDIAN CAT
[b]Name:[/b] (Guardian Cats typically only go by one name; this name counts as a powered name so cannot overlap with other powered characters in play. Players are encouraged to avoid names that are based on a Mineral, Wonder, or Celestial Body because this can take viable powered names from other characters)

[b]Nickname:[/b] (Optional)

[b]Gender/Pronoun[/b]: (Optional)

[b]Breed:[/b] (Mauvians must be based off of an accepted and existing breed of domestic Earth cat)

[b]Alignment:[/b] (Order or Chaos; if it is a Chaos cat, it will be aligned with the Negaverse specifically)

[b]Attached to:[/b] (Order or Chaos; Cats can only bond to a Senshi. These bonds are important and sometimes come with unique perks, but if the need arises can be broken. Order Cats can only bond to Order Senshi, and Corrupted Cats can only bond to Corrupted Negaverse Senshi; they cannot bond to Dark Mirror Senshi. Some Order cats might live with Knights, and some Chaos cats might live with Agents, but they cannot bond to anyone who is not a Senshi, and they can only be bonded to someone of the same alignment as them. This section is optional and can be determined through RP at a later point in time if you choose to bond your Mauvian to a Senshi!)

[b]Fav. Food:[/b] (Optional; Guardian Cats do not have the same physiology as normal cats and can eat any human-safe food without repercussions)

[b]Hated Food:[/b] (Optional; Guardian Cats do not have the same physiology as normal cats and can eat any human-safe food without repercussions)

[b]Hobbies:[/b] What does your Guardian Cat do for fun? This should be an activity that they do on a regular basis, and should be something they could reasonably do in the setting and within their financial means. At least two hobbies are required, but up to five are welcome. Each hobby should be described with at least two sentences. Hobbies should be something that can encourage roleplay or be used to inspire roleplay, however players are allowed to have solitary hobbies as well. Guardian Cats should have hobbies that they can do while in the form of the cat, as this takes up most of their time. While they can unlock the ability to access a human civilian glamour, this is for a brief period of time. Guardian Cats are very creative, but please try to pick hobbies that make sense given their limitations.

[i]Example:[/i]

[i]Reading[/i] -- Meowt enjoys reading fantasy and science fiction books. He’s usually overworked and physically exhausted from his day to day life, but reading is a stress free, low effort task that allows him to escape into other worlds. He prefers to read digitally because he doesn’t have to lug around books that weigh more than he is, and he can easily leave reviews using the touch screen on his tablet. He has created a V-tuber personality specifically so he can interact with other readers and recommend a few books a week.

[i]Exploring[/i] -- Matte has always been a curious creature and seems to enjoy scouting out new areas to find unique locations. He is not afraid of intruding on dangerous or claimed territory and is fascinated by the ever-changing landscape of the Rift. Sometimes he will sneak into the Dark Kingdom and try to explore dilapidated houses, or see who is doing what within the city limits. He can become distracted when wandering Destiny City because he can’t keep up with the ever-changing terrain and often winds up in places he shouldn’t be.

[b]Virtues:[/b] These are positive aspects about your character's personality that affect them on a daily basis, and are things your character could be praised and admired for. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘likes animals’), shouldn’t be overpowered (such as ‘Perfect’), and shouldn’t be based on their physical appearance (such as ‘pretty’). Virtues are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other.

[i]Example:[/i]

[i]Outgoing[/i] -- Meowt is an outgoing guy. He's always the life of the party, and loves to socialize. He is always eager to make new friends, whether it be online where he can pretend to be anyone he wants, or in person when he is with people who understand him. His social battery never seems to deplete, and his kind and carefree demeanor makes him easy to be around. He is always enthusiastic and gives everything his best effort.


[b]Flaws:[/b] These are negative aspects about your character's personality that affect them on a daily basis, and are things your character could be disliked or criticized. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘hates kids’), shouldn’t be based on fears (such as ‘afraid of the dark’), and shouldn’t be based on anything that manifests physically (such as ‘clumsy’). Phobias and illnesses (physical or mental) are not viable flaws. Flaws are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other.

[i]Example:[/i]

[i]Forgetful[/i] -- Meowt can be overenthusiastic and often bites off more than he can chew. He will agree to obligations or plans and completely forget that he’s made a commitment. He can come across as fickle and flaky because it’s never guaranteed that he’ll actually show up. He tends to forget names, dates, and other important things regularly and needs to be frequently reminded about important things. It is easy for him to become distracted and he often jumps from one thing to the next; he can come across as careless and negligent.

[b]PHYSICAL DESCRIPTION : CAT FORM[/b]

[b]Eyes:[/b] Color, shape. This should be the same as their human form!

[b]Body:[/b] Is your guardian an adult, or a kitten ? Underweight ? Pudgy spoiled housekitty ?

[b]Fur:[/b] Fur color and length; if possible, a hex code may be helpful for the artist’s purposes, here! Mauvians may be fantasy colors, however these shouldn't be hugely saturated. Cats cannot have more than two unnatural colors (so no rainbow cats), but they can have varying shades or values of the same general color.

[b]Star Color:[/b] All Mauvians have a five point star on their forehead--[i]unless[/i] they are an Order Mauvian and are the designated cat for a Team or Court, in which case they might have the Court's symbol on their head instead of a star. Order Cats [i]must[/i] have a light colored star and Chaos cats [i]must[/i] have a dark color. This should be the same color as their cat form.

[b]Accessories:[/b] Does your cat wear a collar ? A bell ? A small hat or shawl? Mauvians typically only wear an accessory or two while in this form and should not be fully dressed or in full costumes. They should typically share an accessory or trinket in common with their human form. Cat outfits must be fantasy styled! Traditionally Order cats have lighter colored outfits and accessories and Chaos cats have darker colored outfits and accessories, but this isn't mandatory.

[b]PHYSICAL DESCRIPTION : HUMAN FORM[/b]

[b]Eyes:[/b] Color, shape. This should be the same as their cat form!

[b]Hair:[/b] Color, style, accessories. You can post references or style words!

[b]Face:[/b] Shape, features -- Does your character have a round or oval or heart-shaped face, freckles, big ears or not; this is just to describe their face!

[b]Skin Tone:[/b] If possible, a hex code may be helpful for the artist’s purposes, here!

[b]Body Type:[/b] Are they tall, short, muscular, curvy, lithe, etc.?

[b]Star Color:[/b] All Mauvians have a five point star on their forehead--[i]unless[/i] they are the designated cat for a Team or Court, in which case they might have the Team/Court's symbol on their head instead of a star. Order Cats [i]must[/i] have a light colored star and Chaos cats [i]must[/i] have a dark color. This should be the same color as their cat form.

[b]Clothes:[/b] Cat outfits must be fantasy styled but cats [i]never[/i] wear shoes; their heel and toes must be exposed. The number of designs they take on is unlimited! Traditionally Order cats have lighter colored outfits and Chaos cats have darker colored outfits, but this isn't mandatory. They should typically share an accessory or trinket in common with their cat form. If you are getting art on a template, it is important to remember that Guardian Cats can [i]only[/i] go on templates specifically designed for their use; some pieces can be spliced from other templates, but you must start with a Guardian Cat template.

[b]OOC APPROVAL[/b]

[b]Is this your first Mauvian?[/b]: (If yes, please just put yes; if no, please link to your most recent Mauvian’s growth claim, growth log, or RP log that shows they have unlocked their humanoid form)

[b]Is your Mauvian new, reborn, or sealed in stasis?[/b]: New Mauvians did not have any sort of past life and have no past life memories to uncover; their starseeds are ‘new’. Reborn Mauvians existed during the Silver Millennium but were reborn on Earth in present day; they can unlock past life memories. Mauvian sealed in stasis were alive during the Silver Millennium but have lost many memories, some of which can be recovered through gameplay. They are the same as they were during the Silver Millennium. They can awaken from a stasis pod on Earth [i]or[/i] on other worlds if certain criteria is met. Please see the first post of the Mauvian information thread for more information; if your Mauvian is intended to awaken from a stasis pod on any world other than earth it MUST have plot approval first so please PM the Space Cauldron with your ideas for this when you post for a stamp.