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[Q] Illtyd Sayer - Sailor ???, Senshi of Tortoises

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elfstar89

Peaceful Senshi

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PostPosted: Wed Feb 19, 2025 3:08 pm


Name: Illtyd Sayer

Nickname: Tyd; will answer to "Ted" as well, for those who can't handle the Welsh pronunciation

Gender/Pronoun: He/him

Age: 19

Birthday: July 29th, 2006

Sign: Leo

Gemstone: Ruby

Blood Type: (Optional)

Fav. Food: Cioppino and sushi

Hated Food: Mushrooms

School/Occupation: Destiny City University: Geology major

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.

Geology

Horseback Riding

Hiking

RPing

Example:

Reading -- 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.

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.

Intelligent

Hard-Working

Friendly

Example:

Outgoing -- 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.

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.

Stubborn

Easily Bored

Slow to Trust

Example:

Forgetful -- 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.

PHYSICAL DESCRIPTION

Eyes: Wide, sapphire blue

Hair: Mid-back length, with a slight wave, particularly at the tips, silky and light golden, with bangs falling to eye level in front, hair bound in back into a low ponytail with a black leather tie

Face: Oval and finely featured

Skin Tone: Light brown

Body Type: Tall and slim, but with a bit of nice musculature

Clothes: Relatively close-fitting outdoorsy type clothing, often in jewel tones; spends all summer long in tank tops, being passively flirty
PostPosted: Wed Feb 19, 2025 3:09 pm


Knight Title: Toulouse, Page of Ganymede

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: 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.

Squire: 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.

Knight Weapon: 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.

elfstar89

Peaceful Senshi

5,925 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200

elfstar89

Peaceful Senshi

5,925 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Wed Nov 26, 2025 9:03 pm


Senshi: Sailor xxx, Senshi of Tortoises

Uniform Color:

Main Color: Spring green
Secondary Color: Dark, dusky rose

Uniform:

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

Tiara -- 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.
Choker -- Choker is a classic, or a necklace? Or a scarf?
Collar -- Plain sailor collar? All senshi must have a collar with one stripe at first stage.
Bodice -- 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.
Chest Bow -- 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.
Brooch -- 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.
Sleeves -- Got sleeves?
Gloves -- Any gloves?
Buttbow -- All Senshi need a buttbow or sash around their waist
Bottoms -- 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.
Shoes -- Go crazy!
Accessories -- 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.


Attacks: 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 can 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.

Sailor Scout Attack: 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.

(form a tortoiseshell shield (either physical or ethereal) that is limited to a single target)

Super Sailor Scout Attack: 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.

(form a tortoiseshell shield (either physical or ethereal) that is limited to a single target, only bigger/better)

Eternal Sailor Attack: 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.

(bring in a smoll world-tortoise under a single target that makes the ground feel like it's being uplifted slowly, trembling and shifting the whole time, making it difficult to keep their footing, like they're trying to balance their entire body weight on the shell of one small tortoise--keep the target limited and insular, like a tortoise, which also prevents it from being very big, don't get specific as to the size/pattern of the tremors, make it more about throwing an enemy off-balance)
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