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 & MagicKnights 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