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[Q] Roslyn Dawn - Dún Scáthaigh, Page of Earth

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Honkzilla

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PostPosted: Wed Jul 30, 2025 10:10 am


Name: Roslyn Dawn

Nickname: None, please don't call her Roz.

Gender/Pronoun: Cis Woman, She/Her/Hers

Age: 24

Birthday:

Sign: (Optional)

Gemstone: (Optional; follows your zodiac sign)

Blood Type: AB+

Fav. Food: Boeuf Bourguignon

Hated Food: Cucumbers, fresh or pickled

School/Occupation: Firefighter EMT

Hobbies:

Reading: --



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.

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.

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: Large, round, light green eyes with a mischievous sparkle

Hair: Wavy shoulder length light copper

Face: Heart shaped face, very lightly freckled

Skin Tone: Lightly tanned

Body Type: Average height, slim, rectangular body shape. Small bust and moderate muscle definition.

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: Wed Jul 30, 2025 10:11 am


User Image
Knight Title: Dún Scáthaigh, Page of Earth

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.

Honkzilla

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