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[Read Me] RP Rules & Growth Requirements

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Brilliant Moonbeams

Vice Captain

PostPosted: Mon Jan 28, 2019 7:16 pm


As this guild is an extension of the shop, we ask that you follow all of the standard shop rules that can be found [here].

In addition to the general shop rules, we also ask that you please read and review Role Play Rules.

By posting in this guild and choosing to role play in our environment you are choosing to play by these rules as a part of the community.




Rules


  • RP is in past tense, third person.

  • Have fun. First and foremost, our number one role play rule is to have fun. This is a passion project. Staff spends their spare time bringing this environment to the players, players spend their spare time bringing life to the world. Be creative and have a blast!

  • Be respectful of other players. Unless a thread is noted [ORP], designating an Open Role Play, please do not post in another player's role play unless you have been invited to do so. Keep in mind that a character's thoughts and opinions may not reflect their player's. If something isn't your cup of tea there's no need to be unkind about it.

  • Keep it PG-13 As we are a shop operating on Gaia with a role play forum hosted a Guild it is important that our content follows the rules. While some swearing and violent content may be okay, and is expected when it comes to fights between factions, please be mindful when it comes to that line.

  • God-moding is bad. No one is perfect, not even the Lady. Characters should not be played as having information that they did not obtain through a role-play unless the information is posted somewhere for general public consumption. Unless you have someone's express permission to do so, none of your posts should force someone into an action, reaction or otherwise write their character's response for them. Also keep in mind skill levels and the abilities of different ranks--and individual characters.

  • Title your Role Play threads. At first glance we should be able to tell what type of Role Play your thread is and who is participating in it, ideally. This makes it easier on staff when double-checking growth requirements and easier on other players who might be looking for an ORP opportunity!

  • Read Everything.




PostPosted: Sun Apr 04, 2021 6:34 pm


Types of Role Play



Solo [ S ] - Solos are threads in which an individual player is responsible for all content within, potentially referencing characters belonging to other players but not including another player's writing in its content. In order to count as complete a Solo must have at least 500 words. You cannot use any other type of role play in place of a solo. If a solo exceeds 500 words by an additional 500 words it can be counted as multiple solos.

1000 words = 2 solos 1500 words = 3 solos 2000 words = 4 solos


Regular Role Play [R] - A generic role play, most often between civilian characters enjoying day-to-day city life in Mayet. Think school days, museum trips, friend dates, etc. In order to count as complete for an individual character in a Role Play they must have a minimum of 500 words and must have a clear exit from the thread or the thread must have a wrap-up post to the role play.


Open Role Play [ORP] - A role play left open for others to join in at their leisure. Threads titled ORP can be joined by anyone so please take this into consideration prior to doing so. This designation can be combined with other types of role play -- a farmers market event at a park could be marked [R-ORP], a faction training session marked [T-ORP] and so on. In order to count as complete for an individual character in a Role Play they must have a minimum of 500 words and must have a clear exit from the thread or the thread must have a wrap-up post to the role play.


Awakening [A] - A role play in which a civilian character is introduced to the powered side of their life.

  • For Sailor Soldiers: This role play will always involve interacting with a Guardian Cat. During this role play Senshi are provided with their name and start up Sailor Soldier gear along with a brief summary of current events and other pertinent information. A Sailor Soldier cannot power up without first obtaining this information and players of Guardian Cats are expected to be available to assist other players with completing these events, although the shop will also be available to assist with this through the Shop Cat.

  • For Dark Kingdom Soldiers: This role play will always involve interacting with one of the Shitennou and may also include the Commander responsible for recruiting them. During this role play Soldiers are provided with their name and start up Dark Kingdom gear along with a brief summary of current events and other pertinent information. As the game progresses, it may not be uncommon for multiple Soldiers to be recruited at once and Soldiers recruited together may be assigned to serve under the same Commander for the purpose of training and development. A Dark Kingdom Soldier cannot power up without first obtaining this information and the shop will assist players with this through NPCs until other options come available ICly.


In order to count as complete for an individual character in a Role Play must have a minimum of 500 words and must have a clear exit from the thread or the thread must have a wrap-up post to the role play.


Battle [ B ] - A role play in which at least two powered individuals are having a physical altercation with one another that could not be considered a training exercise between peers, generally occurring between members of opposing factions. Weapons and magic can be used at will during battles and players are encouraged to discuss the outcome between one another prior to a role play's start, especially when it comes to physical consequences.

At this time, battles should not take place around civilians. All factions should strive to ensure that altercations, no matter where they might start, are quickly relocated to places where damage to bystanders and property are kept to a minimum. Given that there is little reason for battles to happen during the day, this should be easy.

In order to count as complete for an individual character in a Role Play they must have a minimum of 500 words and must have a clear exit from the thread or the thread must have a wrap-up post to the role play.


Training [T] - A role play in which at least two powered individuals are meeting to practice something that will help them progress through the ranks of their faction, generally occurring between members of the same faction. This could be anything from practicing parkour, physical work outs or sparring. In cases where weapons or magic are being used players are encouraged to discuss the outcome between one another prior to a role play's start, especially when it comes to physical consequences. Training role plays should be set in out of the way locations where they will not be interrupted and where property damage can be kept to a minimum.

In the event a training role play consists of 4+ powered characters additional precautions should be taken so as to avoid immediate detection. For Sailor Soldiers this might involve recruiting multiple Guardian Cats to mask energy signatures for brief periods of time. For Dark Kingdom Soldiers this might involve establishing or obtaining access to training facilities. Group training role plays that do not follow these guidelines may find themselves interrupted...

In order to count as complete for an individual character in a Role Play they must have a minimum of 500 words and must have a clear exit from the thread or the thread must have a wrap-up post to the role play.




Brilliant Moonbeams

Vice Captain



Brilliant Moonbeams

Vice Captain

PostPosted: Sat May 22, 2021 6:14 pm


Role Play Requirements for Character Growth



Want to know what it takes to hit the next rank? Great! You're in the right place!


Stage One Base Role Play Requirements

All base stage characters will have the same basic requirements to hit second stage with one additional 'RP task' per faction in order to seal the deal on their promotion or power-up.


Solo x 4
Role Play x 12
Battle or Training x 4
Faction ORP or Shop Event x 1

Faction Specific 'Promotion' Task - At least once every 3 months the shop will host an RP per faction that players will need to participate in to be cleared for promotion from Stage 1 to Stage 2. We anticipate the first of these to be held in October [2021] with four being held per year. Other opportunities may arise outside of these events, but otherwise participation is required!

Participating in shop events or shop run Open Role Plays may count for additional requirements! Please keep that in mind and come ready to play!



Stage Two Base Role Play Requirements

All second stage characters will have the same basic requirements to hit third stage with one additional 'RP task' per faction in order to seal the deal on their promotion or power-up.

Solo x 4
Role Play x 14
Battle or Training x 6
Faction ORP or Shop Event x 2

Faction Specific 'Promotion' Task - A growth quest, of sorts. This will most often be a player-run plot that showcases how their character has progressed throughout their time spent at Stage 2. For a sailor soldier this may include organizing a group training event. For the Dark Kingdom this may include heading their very own energy collection operation. Either way by the end of this task it should be incredibly clear that those involved are ready for the responsibility that lies ahead in reaching Stage 3. This can be a team effort worked on and submitted by more than one player as long as all players agree to sharing the credit!

Participating in shop events or shop run Open Role Plays may count for additional requirements! Please keep that in mind and come ready to play!


PostPosted: Thu Jun 10, 2021 1:55 pm


Basic Game Mechanics



Some aspects of the game will require additional information and explanations. That information can be found here and the posts below will be updated as we add and unlock additional features throughout the game! If you have any questions about anything not covered in this post, please refer to the Questions & Answers thread.



★ ★ ★ ★ ★



Powering Up and Disguises


In order to gain access to their super-human abilities, all powered characters must power up to switch from standard civilian to magical being.


    Sailor Soldiers


      [Name] Power, Make Up! As silly as it might seem, there is no getting around that this phrase must be uttered in order to unlock a Sailor Soldier's henshin pen and the power locked within. Think of it as a voice activated password to a pocket dimension in which the transformation happens. It's mystical, it's magical, and while it might seem like it takes enough time to warrant a cut scene and background music to the Sailor Soldier that's transforming, in reality the transformation is instantaneous. One moment you're Usagi Tsukino and in the blink of an eye you're Sailor Moon. Neat, right?




    Dark Kingdom Soldiers


      There is no catch phrase that Dark Kingdom Soldier's must use in order to power up, their mineral talisman seemingly linked specifically to them in a way that doesn't require Mauvian technology in order to channel. Holding this talisman they need only focus on the power within themselves in order to transform. The change is instantaneous -- one second a civilian, the next an officer of the Dark Kingdom, the transformation feeling unique to each individual. For some it may bring with it a chill that takes a second to shake off while others might describe it more as a warm embrace, enveloping them in shadows and leaving only their powered self behind.





Something to consider while moving forward into your powered life is the following:



Does powering up protect my civilian identity?



The answer is yes.... To an extent. Canonically, Sailor Moon was able to recognize that Sailor Uranus was Haruka Tenou after running into them casually a few times as a civilian. It's not that easy in By Moonlight, but the glamour provided by powering up only goes so far which is why it is incredibly important to ensure that any powered individual protect their civilian identity and only power up when they are certain that they are not being observed doing so.


  • In Passing - Any sighting of a powered individual that is 'in passing' or 'at a quick glance' will not lead to any recognition at all unless a character already knows another character's identity prior to the event in question. Situations where this might occur include large ORP Battles or Group Meetings wherein characters are present but they do not come face-to-face with one another.


  • Partial Recognition - Any sighting of a powered individual that results in a face-to-face interaction may result in partial recognition if the powered individuals know one another as civilians but do not consider their relationship to be close. Examples of this would include students at the same school, co-workers, acquaintances or friends -- people that you don't see every day but are at least familiar with.

    Characters who fall under this category will get a strange sense that they've seen the other person before but they can't place where they've seen them or how they might know them. Think of it as seeing someone in a store and wondering if you shared a class together, or if maybe they're a cashier at a store you frequent. It's a nagging sense, but you won't be able to determine who they are no matter how much you try to think about it.


  • Full Reveal - Any sighting of a powered individual that results in a face-to-face interaction may result in full reveal if the powered individuals know one another as civilians and consider themselves to have a close relation. Examples of this would include individuals that live together, friends and family members that see each other at least a few times a week and significant others (specifically those in long term relationships) -- people that you don't necessarily see every single day, but have spent enough time with to form close bonds.

    Characters who fall under this category may experience a brief moment of confusion along with varying levels of disbelief before coming to terms with the fact that they very much recognize the individual standing before them.



That said, it is up to individual players to decide on the closeness of their IC relationships and players should not assume that their character knows the civilian identity of any other character without first discussing it with the other player! We hope that this is a fun mechanic for players to plot around and play with when it comes to keeping their identities safe.


Brilliant Moonbeams

Vice Captain



Brilliant Moonbeams

Vice Captain

PostPosted: Tue Nov 02, 2021 10:48 am


Auras and Energy Signatures


All powered characters give off a trace amount of energy once powered up and it is imperative that they pay attention to this fact if they don't wish to be detected by the opposing faction. Auras and Energy Signatures can be detected in the following ways:


    Guardian Cats


      Energy Sense is unique to Guardian Cats in that they are innately able to feel the shift in balance of the energy of the world around them. It is through this sense that they are able to get the first inkling about a Sailor Soldier that has not been awakened and how they can tell that there is danger nearby. They are incredibly sensitive to the presence of Chaos and, with practice, are able to tell an agent's rank by the strength of the Chaos radiating from them.

      In the case of large gatherings of Dark Kingdom soldiers they cannot pinpoint the exact number of Chaos agents, but they will always know if one of the Shittenou are present once they've powered up.


      Aura Suppression is unique to Guardian Cats in that they are able to extend the range of their personal tactical cloak to temporarily dampen the energy signature of a single Sailor Soldier or a small group of Sailor Soldiers when the ability is combined with that of other Guardian Cats. The more Sailor Soldiers involved, or the higher the rank of a single Scout, the shorter the duration of this ability's effect. **Important Note** After a Sailor Soldier hits Super stage or higher this ability will never completely mask their signature unless multiple cats are involved.



    Sailor Soldiers


      Aura Sense is unique to Sailor Soldiers in that upon powering up they gain the ability to feel the energy of other powered individuals around them. This ability grows with them as they power up, expanding the range at which auras can be sensed as well as the ability to become familiar with specific auras, such as those of their teammates or the particularly ominous feel of an arch nemesis.

      • Basic - All Basic Sailor Soldiers are capable of picking up a general 'vibe' on other powered individuals. At this stage the ability has a range of one city block with the clarity of the aura's strength depending on both how close they are to its source and the rank of the individual whose aura is being tracked.

      • Super - For Super Sailor Soldiers this ability becomes less of picking up a 'vibe' about someone and more about a deeper sense of feeling. At this stage the ability has a range of three city blocks with the clarity of the aura's strength depending on both how close they are to its source and the rank of the individual whose aura is being tracked. They may start to become feeling more familiar with specific auras at this time.

      • Eternal - Eternal Sailor Soldiers have a unique knowing, similar to a Spidey-sense, where they can almost pinpoint the general location of where someone might have powered up within their range of detection -- not entirely unlike a light going on or off. At this stage the ability has a range of five city blocks with the clarity of the aura's strength depending on both how close they are to its source and the rank of the individual whose aura is being tracked. Eternal senshi who have put additional time into honing this skill may find that they recognize specific auras that they have come in contact with multiple times, able to pick up the 'feel' of members of their team specifically out of a crowd of other senshi, for example.


    Dark Kingdom Soldiers


      Divining Shards appear to be nothing more than a simplistic wand-styled, faceted crystal, tapered slightly at one end and pointed at each. They are unique to Dark Kingdom Soldiers in that upon powering up they can imbue their personal shard with a bit of their own power in order to use it to track other sources of energy.


      • Soldier - At this stage the ability has a range of one city block with the cyrstal's glow intensifying based on both how close they are to its source and the rank of the individual whose aura is being tracked. In the event an individual is ranked at the third stage of their faction or a group of five or more are gathered the crystal's glow will pulse in warning as the glow intensifies.

      • Captain - At this stage Captains have more of an understanding of how to use their divining crystal to sense energy, be they aligned with the Dark Kingdom or otherwise, using the additional power they've gained to help focus on what they're trying to find -- or avoid -- when it comes to strong sources of energy. The ability has a range of three city blocks with the clarity of the aura's strength depending on both how close they are to its source and the rank of the individual whose aura is being tracked.

      • Commander - Commanders no longer need to use a diving crystal to sense auras in an immediate area, although they may still use one for training purposes or to strengthen their focus on a specific target not aligned with the Dark Kingdom. At this stage they are also able to differentiate between auras to the point where they can pick out those belonging to their subordinates, making it easier to coordinate recon, rescue and follow ups with those who have not checked in. At this stage the ability has a range of five city blocks with the clarity of the energy's strength depending on both how close they are to its source and the rank of the individual whose energy is being tracked.





Important!


For all factions, gathering in powered groups of five or more will lead to detection by the opposing faction (with the exception of Guardian Cats, who do not give off an energy signature).

Sailor Soldiers: This can be avoided through the use of Guardian Cats. A single Guardian Cat can dampen the energy signature of a team of 5 basic Sailor Soldiers for the purpose of training or a team meeting. More Sailor Soldiers will require the presence of additional Guardian Cats or they may find their role play interrupted by the opposing faction.

Dark Kingdom Soldiers: At this time there is no way to avoid this. Dark Kingdom Soldiers have been advised to only power up when necessary and to call for backup immediately using their communication devices if overwhelmed. Any large gatherings otherwise may find their role play interrupted by the opposing faction.

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