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[Q] Katrin Merrick, Demos Oneiron, Page of Cosmos

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Honkzilla

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PostPosted: Thu Apr 23, 2026 6:26 pm


User Image
Name: Katrin Merrick

Nickname: Some people call her Kat but she doesn't like it.

Gender/Pronoun: Woman, She/Her/Hers

Age: 25

Birthday: May 7, 2001

Sign: Taurus

Gemstone: Emerald

Blood Type: A+

Fav. Food: Baked Potato Soup

Hated Food: Kale

School/Occupation: Katrin is a DCU alum who works as a junior interior architect in a local design firm.

Hobbies:
Drawing -- A natural outgrowth of her passion for design

Krav Maga -- Persuaded by her sister, Katrin began training in Krav Maga as a teenager. Though she doesn't share Alis' enthusiasm for martial arts and has never been in an actual fight, she believes that she would be able to at least make an escape relatively unscathed.

Photography --


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:

Calm --

Sensible --

Straightforward --

Flaws:

Overly Cautious --

Naive --

Nitpicky --

PHYSICAL DESCRIPTION

Eyes: Large, round, warm brown eyes, she wears glasses like those in the ref.

Hair: Messy orange-red curls that fall just to her shoulders

Face: Heart shaped face

Skin Tone: Fair

Body Type: Slim rectangle

Clothes: Katrin tends to wear practical business casual attire, preferring pants to dresses and skirts.
PostPosted: Thu Apr 23, 2026 6:27 pm


Knight Title: Demos Oneiron, Page of Cosmos

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 clear quartz pendulum on a tarnished silver chain.

Squire:
A heavy silver chain with a large but dull quartz point on the end.

Demos Oneiron swings her chain downward, as it strikes the ground a supernova like effect erupts. As long as she channels her magic it expands outward, creating a sensation of overwhelming heat that sears enemies within the area of effect. It does no permanent damage without player approval.


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:

A heavy silver chain with large but dull quartz points on either end in the style of a double-headed meteor hammer.

As Demos Oneiron swings her meteor hammer in a whirling motion, causing a black hole like effect to appear. As long as she channels her magic, enemies in the area of effect feel themselves pulled toward the black hole, with searing cold and crushing pressure increasing as they get closer. It does no permanent damage without player approval.

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

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