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[Q] Albrecht Penderghast // Hohenheim of Mercury

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Sara Draconia


Wheezing Loiterer

PostPosted: Sun Oct 12, 2025 9:09 am


Name: Albrecht Penderghast

Nickname: Al, Ghost, Dusty, Pagemaster

Gender/Pronoun: He/Him

Age: 30

Birthday: 02/14/1995

Sign: Aquarius

Gemstone: Amethyst

Blood Type: AB-

Fav. Food: Whatever that one surprise bag of crisps was that a student gave him 4 years ago that he's been trying to find ever since.

Hated Food: Hot pockets and other similar microwaved pizza substitutes since he ate himself sick on them in college and still can't even stand the smell of them.

School/Occupation: DCU Alumi with masters in library studies. Currently, the Archivist of a large collection of rare books and curiosities held by one of the Museums in DC

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.

Museum-going: -- With how often exhibits and collections change, Al tries to go and keep up on the constantly changing exhibits both for personal and professional curiousity. Taking notes on how the displays, infomation plaques, and lighting are done for each exhibit, he has made himself a fixture at most of the limited time or limited entry events. Working with curators both from his own archive as well as speaking with traveling ones leaves him with a good level of rapport with the system as a whole. It also means that he is out in public more often than he otherwise would be during the peak season of traveling exhibits.

Reading: -- The stack of books on his desk at home or at work may give most an anxiety attack at how high they stack. Most librarians in the city know him on sight and prepare themselves for the newest list of books he wants grabbed from the greater library system. Some nights he stays in the library to read over reference books as well, often renting one of the side study rooms out when he can or choosing a nice table to spread his current reading list out over.

Warhammer 40k -- Though it is a rarer activity, Albrecht does enjoy painting and playing with Warhammer 40k miniatures. Often going to a local game store he's been a fixture at since moving to Destiny City back about a decade ago, he's known for his strategies and commentary on the ever-changing rules with each new issue of white dwarf, but also for his fairness when someone new to the group comes to play.

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.

Patient: -- Rushing things leads to mistakes or having to redo things and to avoid that Al has slowly persisted and gained almost a saint-like patience. Whether it involves work or listening to someone gather their thoughs together, he will wait as long as needed to get things right the first time. When things come up or plans get canceled he understands and may complain alone on his own time, he doesn't poke into people over it. It helps to keep him out of trouble and with getting through the near endless stacks of documents and paperwork that he sorts through in the archives on a daily basis.

Organized: -- Whether or not there is a solidified organization method for things, Al makes sure he at least has one of his own making. Everything he has a hand in can always be found where it's been notated or marked to be. It also helps for people who need to plan things with him because nothing is left up in the air if he can manage it when it comes to his schedule both in and out of a professional setting. Tidiness does not always come with his organization though, it's just the nature of things in the archives as well as real life. But he will know where to find things, sometimes you just have to ask him first instead of looking for yourself.

Curious: -- While he might not adopt new ideas or ways, that doesn't mean he isn't curious about things. While it can be more of a morbid curiousity at times, he will poke into topics that some of the other researchers and archivists are looking into. It also means that he's often found with a few dozen books with various sticky notes and tabs littered throughout them as he's started looking into new things and getting enough information to satisfy his curiousity. When it comes to people though, the curiousity is more involved in interests and work related topics than actual curiousity of how someone's life is going.

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.

Oblivious: -- When in the thick of it, Al can be hard to get to. Whether he gets so involved that outside stimuli take far longer than normal to get through his focus or if he just is painfully unaware of what someone is trying to get at, both things can cause problems when it comes to smooth social flow or collaborations. He's spent much of his time focused on his work or his niche interests within his field that sometimes new ideas or premises just side swipe him. It can be rough for those around him but he doesn't really see the need to change since language, social cues, and especially rules and regulations are always changing that whose to say his viewpoint won't roll around and be right again.

Eccentric: -- Much of his interests and views can be considered odd in this day and age, even if he himself isn't necissarily that old. Techology is one of the things that he views with such disgust that most find him obnoxiously out of date. The way he organizes things or the way he dresses and acts can all seem odd to people though he won't really budge on his opinion even if people try to prove that tech isn't that bad or that his clothing choices are out of style. All he knows is that he prefers his little methods and styles even if most others do not.

Perfectionist: -- Again and again or taking an extended amount of time to prepare. Al needs things to be perfect, will take every turn and option he can to make sure everything is just right. It leads to hesitation and a lack of taking risks which can throw a wrench when it comes to working ina group or on the fly. Some might call it being abrasive, that hist standards are too high, but at the end of the day he feels like the results are worth the hangups or delays.

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: Sharper in shape but always squinting even with his glasses on. A dark greenish brown like swamp water.

Hair: Medium length but tied in a slight braid on one side. Pale color with strands of grey and white mixed in.

Face: Heart-shaped but with a sharper nose and a few freckles across the bridge of his nose as well.

Skin Tone: Slightly tan but only in summer, on the paler side every other season, as he rarely goes out in the sunlight.

Body Type: 6'5" and on the thin side, but doesn't seem as tall due to poor posture.

Clothes: His outfits usually consist of corderoy or wool/linen pants with various colored long sleeved dress shirts underneath sweater vests or other warmer attire. His causual clothing isn't much different, swapping out the dress shirts usually for wearing a sweater overall.
PostPosted: Sun Oct 12, 2025 9:10 am


Knight Title: Hohenheim, Page of Mercury maybe?
Wonder Description: N/A
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:

A cube of unknown material that has the weight/feel of soft resin and with a metallic disc held inside it, engraved on the disk is mercurian language (but Hohenheim won't know that)

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.

A long rod of the same clear and unknown material with the weight/feel of soft resin, this stage with a little more hardness to it, but the disc within is now a core stretching down the length of it and breaking through in some parts.

When channeling magic through the rod, a pattern of circuitry extends out from him in a ring. Thought processes seem to experience a "freeze" and cause actions to slow as individuals in the area of effect are unable to string together thoughts as information pours out through the circuitry. The encroaching data can make attempts at complex or higher intelligence lag, or may feel like a technological overload.

Duration: 35 seconds
Range: 15ft

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.

Kind of a techy glass key sword, but flat-ended. The unknown materialwhich has felt like resin before, has hardened and cannot shatter; the metal has escaped its encasement to form a circuitry-style key with flat edges on each offshoot. The main core of it seems to flicker in binary, an action that seems more intentional during channeling.

Resting the key on the ground as he channels the magic, a maze of circuitry appears and extends out. Everyone in the area has junk data of failed trials pushed through to overload their thought processes. Attempting to think or access higher intelligence will feel like a technology crash, where data is overloading systems and slowing/corrupting the process. As the effect ends, it can leave enemy thoughts scrambled as they recover, though the level of effect is up to the player.

Duration: 50sec
Range: 20 ft


Sara Draconia


Wheezing Loiterer



Kyuseisha no Hikari

Crew

Dragonslaying Dragon

PostPosted: Sun Nov 02, 2025 6:14 pm


Sara Draconia

Looks good, have fun!

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