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[Q-Acq] Rainier of Mercury - Upgrade

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Shanyume

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PostPosted: Tue Aug 04, 2020 5:57 pm


Knight Title: Rainier, Page of Mercury

Challenge: Stop!

Uniform: Here and Here
Weapon & Magic

Page Weapon: A bracelet with a similar motif as to the design on the front of her uniform, the circle and moon cover a portion of the back of her hand. There is a 3' fiber optic cable cord hidden within the bracelet which can be extended by pulling the crescent shape. It can be used for close combat such as blocking punches or restraining but with strength or a sharp weapon, it can be broken.

Squire: The weapon design doesn't change however the cable cord is more sturdy and can reach up to 10' in a single direction. Accuracy goes down after 7' with a higher chance of missing the target unless they're not moving. Once it has hit its target, ice will expand from the crescent shape in about a 6"R to help it not just fall off the opponent with a simple shrug.

    Magic: The weapon functions almost like a taser, however, instead of an electrical current it sends an overload of random data sent into the individual which may cause confusion if the opponent tries to make sense of it but ultimately it is meant to short circuits their magic.

    Data examples: Symbols, pictures, mathematical formulas, fragmented sentences, or memories. None of which make sense, at least not at the time.
    Effect examples: Inability to teleport or walking into mirrors instead of through. Magic may start sputtering, lagging, weaken, or stop altogether.

    Channeled: 45 seconds - can be broken if the weapon is no longer touching the opponent. Chill lasts for 5 seconds after the connection with her weapon is broken in the specific area that was hit (which is likely going to be quick


Knight Weapon: Again, the weapon design doesn't change. It remains a bracelet with a similar motif as to the design on the front of her uniform. It can still be used like her page weapon if desired for close combat. However, if she aims it at an opponent, rather than a sturdy cord, the weapon now shoots out a 6' diameter net of circuits up to 10' away with the mercury symbol around the edge used as lightweights. (Note: there is still the cable hand line connecting the net to the bracelet like a fisherman's net). Her weapon can catch up to two individuals if they're standing close enough. Attempting to help an ally detangle themselves will result in the assisting character receiving the same effects as if they'd been caught.

    Magic: Like the squire weapon, the circuits give off a cold chill like a frozen blanket that makes it increasingly difficult for an opponent to remove or detangle themselves. While caught, her channeled magic sends an overload of random data sent into the individual which may cause confusion if the opponent tries to make sense of it but ultimately it is meant to short circuits their magic.

    Data examples: Symbols, pictures, mathematical formulas, fragmented sentences, or memories. None of which make sense, at least not at the time.
    Effect examples: Sudden loss of powered strength or speed, inability to teleport or walking into mirrors instead of through. Magic may start sputtering, lagging, weaken, or stop altogether.


    Channeled: 60 seconds - can be broken if the weapon is no longer touching the opponent. Chill lasts for 5 seconds after the connection with her weapon is broken.



((For Mods: The idea is that she's basically magically DDoSing (disrupted denial of service) a character's magic ;D information overload to make their magic crash .))
PostPosted: Wed Aug 05, 2020 11:40 am


Shanyume


Hey Shan!

I love the concept of basically DDoSing magic, that's so great for a Mercury Knight. For the Squire magic, I think my only concern is the pool; 45 seconds is really large for a Squire magic pool. 30 or 35 would be fine, though!

For the Knight magic, two things: one, the pool is a bit large (45 seconds or so is ideal, I think) and two, Knights have to be in contact with their weapon to channel, so she'd need something to directly connect her to the net--but a cord like in her previous magic would be fine to fulfill that requirement!

Quote me if you have any questions or when you've made changes and I'll be back~

Noir Songbird
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Shanyume

Anxious Friend

PostPosted: Wed Aug 05, 2020 12:09 pm


Noir Songbird
Hi Song, thank you for getting back to me.

I made a few word changes, circuit cord to fiber optic cable cord, and clarified that the net is still connected to the bracelet with the hand lead. Also, I lowered her squire magic to 35 as you suggested.

For the Knight time, I did double-check with all my other knights and confirmed that they are set to 60 seconds, the exception being Einhornhohle being 45 channeled time but has a 15 second cooldown time from the effects of her magic. It could be that they are grandfathered and that rules have changed, like I mentioned it has been a while. However, I wonder, would it be possible to leave Rainier's channel time at 60 and changing her chill effect to say 0-5 seconds depending on how quickly they are able to free themselves or let go of the net to offer a bit more flexibility?
PostPosted: Wed Aug 05, 2020 12:49 pm


Shanyume


My big concern with Rainier's magic is that her targets are somewhat trapped in the net as well as having their magic disabled, which is a pretty vulnerable position to be in! That's why I'd suggest a channeling time on the shorter end, because it's true, a lot of Knights do] go up to 60 seconds--including your Mu, who has a similar effect, but the restraint factor of Rainier's weapon is what makes me lean towards a shorter channeling time to balance it out. Does all of that make sense? heart

Noir Songbird
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Shanyume

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PostPosted: Wed Aug 05, 2020 12:57 pm


Noir Songbird
I guess an important question for me would be, can Rainier still launch the net to try and trap or ensnare someone even if she isn't channeling her magic? Would that fall under general weapon function?

I ask because I was originally looking at it that she could only use the net for 45 seconds wish sucks. BUT if the net can function independently of her magic then I can see it still working as I intended it. Whereas Mu gets a glorified shot put ball if he's not using his weapon so utility goes down magic went up for him, Rainier her utility went up but magic goes down. (If I'm understanding it correctly.)
PostPosted: Wed Aug 05, 2020 1:01 pm


Shanyume


Yep! The net is part of her weapon and not generated by the magic [as far as I can read] so that's usable outside her channeling time!

Noir Songbird
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Shanyume

Anxious Friend

PostPosted: Wed Aug 05, 2020 1:03 pm


Noir Songbird
Ok, great. Thank you for answering that. I've changed the knight magic time to 45 seconds. However, I am leaving the chill as it was originally written at 5 seconds rather than editing it as suggested in the previous post.
PostPosted: Wed Aug 05, 2020 1:06 pm


Shanyume


good with me!

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Noir Songbird
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Kyuseisha no Hikari

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PostPosted: Sun Aug 09, 2020 5:15 pm


Shanyume


This weapon is really neat!

We discussed this over Discord so I am making a quick log of it here: I think for the sake of disabling/jarring use of magic, I think it would be fine to have 45/60 seconds for Squire and Knight stage! Her weapon is not lethal and wouldn't give her an offensive advantage while channeling her magic, so I think this extended duration for magic should be fine for channeling time!

Have fun!

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