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[Q] Jared Rendon - Demos Oneiron, Page of Cosmos

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Honkzilla

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PostPosted: Wed Oct 22, 2025 5:22 pm


Name: (Please make sure you have a unique surname for your character unless you have player permission to use the same last name! You can check the Master Character List for last names that are already in play!)

Nickname: (Optional)

Gender/Pronoun: (Optional)

Age: (Some factions only allow characters to awaken within certain age ranges, so make sure your civilian fits within the appropriate range for their powered side!)

Birthday:

Sign: (Optional)

Gemstone: (Optional; follows your zodiac sign)

Blood Type: (Optional)

Fav. Food: (Optional)

Hated Food: (Optional)

School/Occupation: Schools are: Knightside Elementary (Elementary and Middle School Students) Meadowview High School (Highschool) , Crystal Academy (Highschool) , Hillworth Grammar School (Highschool) , St. Magdalena's Seminary (Highschool) , Azure Valley Academy (Highschool) , Romano's Constitutional Haven (Highschool) Sovereign Heights Prep School (Ages 18-22 only), Horizon Institute for Technology and Science (Grades 7-12, some college), Destiny City University (College, accepts all ages). Information about schools can be found in the Tips below the form! If your character does not go to school (or goes to school but also has a job) you can instead fill out their 'Occupation'! If they do not attend school and do not have a job, please just fill out 'N/A'. Please see the Tips below the form for information on what occupations are allowed!

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.

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

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: Color, shape.

Hair: Color, style, accessories. You can post references or style words!

Face: Shape, features -- Does your character have a round or oval or heart-shaped face, freckles, big ears or not; this is just to describe their face!

Skin Tone: If possible, a hex code may be helpful for the artist’s purposes, here!

Body Type: Are they tall, short, muscular, curvy, lithe, etc.?

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 Oct 22, 2025 5:23 pm


Knight Title: Demos Oneiron, Page of Cosmos

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: 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

Alien Cat

12,775 Points
  • Conventioneer 300
  • Waffles! 25
  • Partygoer 500
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