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[Acq] Philippa Ashworth // Chillingham of Saturn

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Sara Draconia

Wheezing Loiterer

PostPosted: Sat Oct 26, 2024 3:08 pm


Name: Philippa Ashworth
Nickname: Pippa
Gender/Pronoun: She/Her

Age: 18

Birthday: 06/09/2006


Sign: (Optional)

Gemstone: (Optional; follows your zodiac sign)

Blood Type: O+

Fav. Food: Trifle

Hated Food: Spicy anything

School/Occupation: Going to DCU for Music Composition

Hobbies: 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.

Guitar: -- Acoustic or electric, Pippa loves to play guitar and often finds herself going to open mic nights to try and get some popularity for her skills. She usually leans towards rock music or alternative in style but loves to just try new and experimental things out when she gets a chance. This leads her to explore various music shops for new strings or sheet music and explore a lot of record shops to talk with other music-adjacent people.

Fencing: -- Something she learned growing up, it's become more of a hobby and elective she continues to take it as a class for an easy A. She's joined the club for it at DCU for now but wants to look for other groups outside of the university to join that have a wide age and style range of people.

Virtues: 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.

Imaginative: -- Pippa is always thinking up new ideas and songs. She frequently brings her ideas up to friends and family and works on thinking up creative solutions to problems in the heat of the moment as well. A lot of her ideas may seem fantastical at times or less than likely to succeed but that doesn't stop her form continuing to think up new things and solutions.

Outgoing: -- Whether she's in a new place or meeting new people, Pippa always reaches out for a conversation. She's excited to meet new people and talk about all sorts of things as she tries to bring people into the conversation. It makes it easier for her to fit into this city even if she's still getting used to how different everything is.

Flaws: 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.

Impatient: -- Go go go, always moving and chasing the next new experience or conversation, Pippa doesn't like to settle or wait too long. She rushes into things all the time which can leave her in a pickle or dashing ahead without backup. It can grate on others but she doesn't let it get to her as she keeps on going.

Naive: -- New to this country and city, she's overly trusting of what locals say. Even when it comes to her home life, she tends to trust and believe what people are saying first hand. The closer they are the less she takes things with a grain of salt. It can lead her to getting scammed by people or led into dangerous situations while powered up.

PHYSICAL DESCRIPTION

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, The Space Cauldron, 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. 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'. You can describe their true, unglamoured appearance in the appropriate powered section of their quest!

Eyes: Round and light pink

Hair: Medium length up in loops with loose ends and light/pink

Face: heart-shaped face, freckles a small scar on her left eye

Skin Tone: slightly pale but warmer toned
Body Type: Thin/ petite around 5'2"

Clothes: 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.
PostPosted: Sat Oct 26, 2024 3:08 pm


Knight Title: Chillingham, Page of (Saturn) ; 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!

Wonder Description: (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 whole 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.)

Uniform:
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 all 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!

Top -- 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.
Bottoms -- Skirt? Pants? Shorts? Culottes?
Gloves -- Got any?
Belt -- Belt? No belt?
Shoes -- What kind?
Shoulders -- Epaulettes? Shoulderpads?
Accessories -- What kind? Pages and Squires cannot have capes, so please keep this in mind!

Weapon & Magic

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!

Page Weapon: Thin Metal Pumpkin cauldron

Squire: Pumpkin Lantern

Swinging her lantern, it casts shadows within the area of effect. Reaching and grabbing, the shadowy headless figures reach for enemies in the area. When they grab or pass through enemies the shadows bind them as long as the magic is being channeled. Contact leaves a character feeling icy cold, their body feeling as if death is looming or that they are being stalked by it, and can cause some pain or discomfort. It's up to the player how this translates to their character but there will be no lingering effects.

Range: 12 feet
Duration: 35 seconds
Knight Weapon: Lantern staff

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.

Swinging her lantern staff, it casts shadows within the area of effect. The shadowy figures have more shape and are reminiscent of fallen knights in armor. Reaching and grabbing, the shadowy headless figures reach for enemies in the area, binding them while the magic is being channeled. They've got more form to them now, able to be recognized as shades of the fallen still in armor. When they grab or pass through enemies. Contact leaves a character feeling icy cold, their body feeling as if death is looming or that they are being stalked by it, and can cause some moderate pain or discomfort. It's up to the player how this translates to their character there may be lingering sluggishness or effects after the effect ends.

Range: 15 feet
Duration: 50 seconds

Sara Draconia

Wheezing Loiterer



Kyuseisha no Hikari

Crew

PostPosted: Mon Nov 04, 2024 3:35 pm


Sara Draconia

Looks good, have fun!

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