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    Cat Suit and Pet

    Serapheal
    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Character Application Approved!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Genisis Key
    Position : None
    Posts : 2018
    Guild : 尺u刀乇 ズ刀ノgんイ丂
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : []D [] []V[] []D
    Experience : 0

    Character Sheet
    First Skill: Claire Mierre
    Second Skill:
    Third Skill:

    Cat Suit and Pet Empty Cat Suit and Pet

    Post by Serapheal 14th August 2013, 6:31 pm

    Name: Cat Suit
    Rank: Dual Artifact (A armor, and A weapon)
    Type: Suit and Coil.
    Description: The outfit shown in the image atop my character app,  or in my avatar.  
    Fairly skintight black synthetic leather with white gloves white fur trimming,  and a small mask that goes over the eyes,  along with a black leather choker that has a little silver plate/tag on it that bears the symbol of the Rune Knights.
    The Cat Suit remarkably can be shrunken by pulling certain fibers making the suit compress down to the size of a doll's outfit, then folded up into about the size of a small pocket book. Doing so makes it enter a state of self repair to mend itself of about 30% it's condition each post it's contorted, as well as instantly clean itself of all filth, smells, and stains.

    Strengths:
    + The design of the suit and the synthetics it's composed of provide thermal resistance,  keeping the wearer at 60 degrees despite the temperature outside the suit.  This also provides a 50% resistance against S-ranked heat or cold based spells, and 25% to H.

    + The elasticity and looseness,  while remaining tight but unconfined,  provides maximum ease of mobility serving to keep the wearer entirely unrestricted.  Movement is in fact easier in the Cat Suit then without,  as the suit protects the wearer's hands and body from scrapes and helps keep her chest secure.  This also makes the suit hydrophobic and very water resistant, meaning water doesn't want to touch it, and instead beads up on it's surface and slides off without making it wet. For what liquids do splash it, it's more mundane water resistance protects it making it resist things such as blood stains. The suit resists water spells of A-rank, and lessens S-rank by 25%.

    + The durable nature of the synthetics make the Cat Suit resist physical damage as well, but it's thinness doesn't do much to protect against blunt force trauma. However, slashing and piercing attacks do not penetrate. Instead, the force is carried and delivers 75% the damage it would have as blunt damage.

    + The black mask around the wearer's eyes actually has very clear lenses over the "empty" space in the mask over her eyes. This lens reacts with snap chemical triggers when it detects a sudden influx of light, preventing blindness and allowing her to see in blinding light. It also prevents sand, dirt, or water from getting in her eyes,  and the lenses lightgathering capabilities lets it see in darkness.   These lenses can be darkened or lightened at will.

    + A very thin length of synthetic cord formed from six wire-thin strands can be extended from the wrists of her white gloves, from her boots, two points at her hips, or four points on her back (two between the shoulder blades, two at the base of her spine) that connects and winds throughout the suit to extend out to 100 meters. When both gloves are touching they can feed each other and join cords to provide a maximum length of 200 meters.  Miniature self regulating explosive lacrima that have been modified allow it to project the wire with bullet-like speeds,  and a quick latch coiling mechanism allows it to be retracted in a about a second or severed and a new coil can be projected.
    The end of the cord ends in the six strands splitting off with special reflex materials that allow it to easily snap closed with enough force to either dig into stone or soft metals such as gold to anchor itself, or wrap around an object and grab itself to anchor and swing.   It is also very hard to climb without using the coiling mechanic to provide lift, which can effortlessly lift 400lbs (Hex weighing 180) and has a maximum lift of 2.5 tons (Some normal humans irl can lift around 1 ton).
    Small little microweavers situated where the cords extend out of can weave small little spikes into the cord as it leaves, effectively turning the cord into barbed wire, these little spikes are clipped back off as the cord returns and can be selectively added when the wire is projected. The spikes are tiny, and dig in about 1CM into an object or person. This makes it more painful to try to escape as well as making it harder to slip out of. The little spikes deal negligible damage on their own, but deal about C-ranked equivalent damage when a person is wrapped in it, or about A-ranked equivalent when a person's whole torso is wound up in it.   This damage is only applied once per binding,  as once the barbs dig in they stay in causing pain but not tearing any new holes until they escape or are let go then are rebound.
    The cords are composed of metal alloys and are thus extremely resistant to electricity.


    Weaknesses:
    - The thin nature of the Cat Suit makes it less effective in protecting against blunt force trauma,  protecting against blunt damage only 50% as well,  applying only to A-ranked or less effects.

    - The mask does absolutely nothing to hide her identity to all but the thickest of thickheads.   Her Cat Suit and white hair are in fact unique,  and her appearance is very identifiable making her easy to pick out from a crowed.

    - The cord used to grapple-hook can easily be cut by weapons of the same rank as the armor or greater, or by S-rank effects or equivalent.   The cord also snaps when used to try to support over it's given weight limit,  Hex herself taking up 180lbs already.

    - The Cat Suit can be stolen,  especially when compressed into it's compact form,  but a small one-use detachable sensor embeds itself in the first host to wear it and lets them know the general direction the suit is in.

    - The Cat Suit provides no protection where it does not exist,  naturally.  Meaning much of her throat,  poor cleavage,  and face remains exposed.   Her hair for some reason remains protected however.   (Anime/Manga/Comic/Fantasy Logic:  Hair NEVER gets in the way or is marred by virtue of it being hair and there,  and is only damaged when it would look cool).   The suit still protects against temperature (But not temperature spells) on areas the suit doesn't cover,  however.  

    - The coils can be eaten by Iron/Metal Slayer mages.

    - The coils are thin metal wires wrapped together. They can be melted by B+ rank fire or magma based spells.


    Abilities:

    Passive Trait... Coil Command (armor) .   The wearer of the Cat Suit can command wires, ropes, cords, string, and so on as though it were an extension of their will so long as she is touching it,  even down to the commanding of intentional strands (Such as how ropes are often actually composed of two or more thinner ropes that are wound together).  
    She can use this to command them in a whip like fashion to attack similarly to using a whip,  just with things like ropes,  or use them similarly to tentacles,  a monkey's tail,  or... you get the point.   If focusing,  with her eyes closed,  the wearer can even see through the ends of what she commands.
    Very effective at tying or untying shoes and the like.

    Passive Trait... Cat Physiology (armor). The wearer of the Cat Suit takes on the physical traits of a cat. They can suppress or resume these traits independently if they wish. The cat's traits are feline eyes, which make them see in the dark so long as there is light to begin with, a feline tail that gives them perfect balance. Feline ears that gives them excellent sense of up and down, as well as gathering more sound to hear better. Feline claws allow the wearer to climb with ease, or use them to scratch with damage equivalent to the wearer's personal rank to a maximum of B. Feline fangs allow them to bite with the same damage as the claws. Feline muscle and instincts allow the user increased dexterity, reflex, and intuition.
    If the wearer has this passive active without shutting down one of the independent aspects the wearer is transmuted into an actual cat with the same fur color as the wearer's hair color. Such a transformation negates all the nonmagical effects of the armor, however, leaving only the Abilities. Additionally, for every day the wearer remains as a cat their mind starts to become clouded and they will eventually become a cat in mind as well as in form, after about 1 week remaining in cat form.



    Active Ability (Weapon):
       Name: Absorption Coil
       Rank: D
       Type: Devil > Antimagic > Coil
       Description: Absorption Coil turns a rope/string-like object into a magical channel that leeches magical energy.  Whenever a mage tries to cast a spell when in contact with an Absorption Coil,  they take D-rank equivalent damage as they suffer a mindshock that doesn't actually cause physical harm,  this shock is the magic they attempted to use being siphoned.  They may still cast the spell but it costs 50% extra mana to cast (5% minimum.  Meaning half again the mana,  with a minimum of 5%),  this assumes that they continue to cast the spell and push through the pain.    The MP spent by the victim in addition to their normal cost is transferred through the Absorption Coil and given to the caster.  
       Strengths:
    Inhibits a victim's ability to cast magic through pain and an increased difficulty in casting.
    Useful in stealing MP.
       Weaknesses:
    The victim actually has to try to cast a spell in order to absorb anything or inflict damage,  WHILE they are in contact with the Absorption Coil.
    The magic channeling the absorption effect is overloaded if it tries to absorb 10% MP or more at once,  and the MP is still transferred but the Absorption effect is instantly destroyed.
       Duration/Cooldowns
    The Absorption Coil lasts until the victim is no longer in contact with the Absorption Coil.
    3 post cooldown.


    Name: Stun Coil
    Rank: D
    Type: Devil > Shock > Coil
    Description: Stun Coil charges a rope-like object with crackling devilish electricity that shocks whoever touches it with enough force to knock out frail humans or kill small animals. The shock damages for d-ranked equivalent damage as a result of this electric jolt, and stuns the nerves to slow a person hit with it and lower their accuracy by 15% for 7 posts. Multiple hits stack until 50%, when they are paralyzed for two posts, and until 75% when they are knocked unconscious for 5 posts in combat, or 12 hours out of combat.
    This 15% is applied every five seconds the victim is in contact with the Stun Coil.
    Strengths:
    The ability was specifically designed for use as a non-lethal detainment method and as such it's strengths lie there. The Stun Coil sees use as a way to apprehend criminals.
    Weaknesses:
    The Stun Coil can take some time to work before it finally paralyzes or renders a foe unconscious. During that time they can escape, harm Hex, or do something to evade or counter.
    The Stun Coil can't work against insulated targets or targets without a nervous system. Meaning it wont do anything against Golems, mages in an Elemental Body effect, or undead.
    Stun Coil has no effect on Electric based Slayer mages.
    Duration/Cooldowns
    The Stun Coil lasts until it hits a target, then until it is no longer in contact with the target. 5 post cooldown.


    ++++++++++++++++++++++++++++++++++++++++++++++++++++

    Pet


    Name: The Devil
    Rank: Weak
    Species: Devil
    Type: Combat Pet
    Description: The picture at the head of my Devil Dice Magic app.   The Devil is a black skinned creature with thick goat fur,  a head shaped like an animal skull with horns,  large black feathered wings,  and thick black goat legs.   It has two glowing red beads of light for it's eyes.  
    While it's the Devil,  it's only an aspect- an off shoot- of it,  and the Devil only provides limited support to Hex (In line with a "pet" of it's rank).
    Abilities:  


    Name: Death of Light
    Rank: C
    Description: The Devil makes all light snap out of existence for five seconds during which time only it and Hex can see.   For added effect,  the Devil appears before all those within a 15 meter radius of the origin of effect,  making it's barely visible face and burning red eyes apparent in the center of their view for the five seconds.  
    This is not merely a lack of light,  but a complete annihilation of all photons in the area of effect (15 meters) which means no visual information can be registered aside from the unholy light from the Devil's own eyes that illuminates it's face,  horns, and a little bit of his chest and wings in a similar manner to if a candle was held up to it but this glow doesn't travel beyond a foot or two from it's head.
    Actual light spells are also destroyed,  being composed of photons.
    Strengths:
    Obscures vision and intimidates.  
    Counters light spells.
    Weaknesses:
    Useless and can't even be seen outside of 15 meters.
    Mages that use Hell magics can pick up more on the Devil's red glow,  which to their eyes illuminates the entire 15ft area making it appear as if all color was washed in red in the 15ft area.  They still cannot see outside of the 15ft area however,  until the 5 seconds is over.  
    Light Spells above C-rank are merely reduced by 50%.  B, 25% and A 0%



    Name: Unseen Presence
    Rank: D
    Description: The Devil winks out of existence,  disappearing to reappear within five feet cloaked in invisibility,  or merge with the Devil Dice.  If already merged with the Devil Dice,  this can be used freely to exit the Devil Dice.
    Strengths:
    A sudden very short instantaneous jump allows for the evasion of certain hazards or threats.  
    Weaknesses:
    Invisibility only lasts three posts.   Automatically winks out of existence and merges with the Devil Dice when Hex is knocked unconscious or worse.
    The Merge can be forced by hitting the Devil with a Hell based spell.


    Last edited by Gamble Girl on 15th August 2013, 11:51 am; edited 1 time in total
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    Guest
    Guest

    Cat Suit and Pet Empty Re: Cat Suit and Pet

    Post by Guest 14th August 2013, 6:54 pm

    As stated before. Godmod and the stuff will be taken away from you. Approved
    Moka
    Moka

    Moderator- Veteran Level 2- Veteran Level 1- Character History!- Character Application Approved!- Obtain A Lineage!- Novice [250]- Player 
    Lineage : Magician's Spirit
    Position : None
    Posts : 357
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 29
    Experience : 25

    Character Sheet
    First Skill: Vixen Soul (was deceased persona Faye Devlin's. Currently can't be accessed)
    Second Skill:
    Third Skill:

    Cat Suit and Pet Empty Re: Cat Suit and Pet

    Post by Moka 15th August 2013, 11:57 am

    Gamble Girl wrote:Name: Cat Suit
    Rank: Dual Artifact (A armor, and A weapon)
    Type: Suit and Coil.
    Description: The outfit shown in the image atop my character app,  or in my avatar.  
    Fairly skintight black synthetic leather with white gloves white fur trimming,  and a small mask that goes over the eyes,  along with a black leather choker that has a little silver plate/tag on it that bears the symbol of the Rune Knights.
    The Cat Suit remarkably can be shrunken by pulling certain fibers making the suit compress down to the size of a doll's outfit, then folded up into about the size of a small pocket book. Doing so makes it enter a state of self repair to mend itself of about 30% it's condition each post it's contorted, as well as instantly clean itself of all filth, smells, and stains.

    Strengths:
    + The design of the suit and the synthetics it's composed of provide thermal resistance,  keeping the wearer at 60 degrees despite the temperature outside the suit.  This also provides a 50% resistance against S-ranked heat or cold based spells, and 25% to H.

    + The elasticity and looseness,  while remaining tight but unconfined,  provides maximum ease of mobility serving to keep the wearer entirely unrestricted.  Movement is in fact easier in the Cat Suit then without,  as the suit protects the wearer's hands and body from scrapes and helps keep her chest secure.  This also makes the suit hydrophobic and very water resistant, meaning water doesn't want to touch it, and instead beads up on it's surface and slides off without making it wet. For what liquids do splash it, it's more mundane water resistance protects it making it resist things such as blood stains. The suit resists water spells of A-rank, and lessens S-rank by 25%.

    + The durable nature of the synthetics make the Cat Suit resist physical damage as well, but it's thinness doesn't do much to protect against blunt force trauma. However, slashing and piercing attacks do not penetrate. Instead, the force is carried and delivers 75% the damage it would have as blunt damage.

    + The black mask around the wearer's eyes actually has very clear lenses over the "empty" space in the mask over her eyes. This lens reacts with snap chemical triggers when it detects a sudden influx of light, preventing blindness and allowing her to see in blinding light. It also prevents sand, dirt, or water from getting in her eyes,  and the lenses lightgathering capabilities lets it see in darkness.   These lenses can be darkened or lightened at will.

    + A very thin length of synthetic cord formed from six wire-thin strands can be extended from the wrists of her white gloves, from her boots, two points at her hips, or four points on her back (two between the shoulder blades, two at the base of her spine) that connects and winds throughout the suit to extend out to 100 meters. When both gloves are touching they can feed each other and join cords to provide a maximum length of 200 meters.  Miniature self regulating explosive lacrima that have been modified allow it to project the wire with bullet-like speeds,  and a quick latch coiling mechanism allows it to be retracted in a about a second or severed and a new coil can be projected.
    The end of the cord ends in the six strands splitting off with special reflex materials that allow it to easily snap closed with enough force to either dig into stone or soft metals such as gold to anchor itself, or wrap around an object and grab itself to anchor and swing.   It is also very hard to climb without using the coiling mechanic to provide lift, which can effortlessly lift 400lbs (Hex weighing 180) and has a maximum lift of 2.5 tons (Some normal humans irl can lift around 1 ton).
    Small little microweavers situated where the cords extend out of can weave small little spikes into the cord as it leaves, effectively turning the cord into barbed wire, these little spikes are clipped back off as the cord returns and can be selectively added when the wire is projected. The spikes are tiny, and dig in about 1CM into an object or person. This makes it more painful to try to escape as well as making it harder to slip out of. The little spikes deal negligible damage on their own, but deal about C-ranked equivalent damage when a person is wrapped in it, or about A-ranked equivalent when a person's whole torso is wound up in it.   This damage is only applied once per binding,  as once the barbs dig in they stay in causing pain but not tearing any new holes until they escape or are let go then are rebound.
    The cords are composed of metal alloys and are thus extremely resistant to electricity.


    Weaknesses:
    - The thin nature of the Cat Suit makes it less effective in protecting against blunt force trauma,  protecting against blunt damage only 50% as well,  applying only to A-ranked or less effects.

    - The mask does absolutely nothing to hide her identity to all but the thickest of thickheads.   Her Cat Suit and white hair are in fact unique,  and her appearance is very identifiable making her easy to pick out from a crowed.

    - The cord used to grapple-hook can easily be cut by weapons of the same rank as the armor or greater,  or by S-rank effects or equivalent.   The cord also snaps when used to try to support over it's given weight limit,  Hex herself taking up 180lbs already.

    - The Cat Suit can be stolen,  especially when compressed into it's compact form,  but a small one-use detachable sensor embeds itself in the first host to wear it and lets them know the general direction the suit is in.

    - The Cat Suit provides no protection where it does not exist,  naturally.  Meaning much of her throat,  poor cleavage,  and face remains exposed.   Her hair for some reason remains protected however.   (Anime/Manga/Comic/Fantasy Logic:  Hair NEVER gets in the way or is marred by virtue of it being hair and there,  and is only damaged when it would look cool).   The suit still protects against temperature (But not temperature spells) on areas the suit doesn't cover,  however.  

    - The coils can be eaten by Iron/Metal Slayer mages.

    - The coils are thin metal wires wrapped together.  They can be melted by B+ rank fire or magma based spells.


    Abilities:

    Passive Trait... Coil Command (armor) .   The wearer of the Cat Suit can command wires, ropes, cords, string, and so on as though it were an extension of their will so long as she is touching it,  even down to the commanding of intentional strands (Such as how ropes are often actually composed of two or more thinner ropes that are wound together).  
    She can use this to command them in a whip like fashion to attack similarly to using a whip,  just with things like ropes,  or use them similarly to tentacles,  a monkey's tail,  or... you get the point.   If focusing,  with her eyes closed,  the wearer can even see through the ends of what she commands.
    Very effective at tying or untying shoes and the like.

    Passive Trait... Cat Physiology (armor). The wearer of the Cat Suit takes on the physical traits of a cat. They can suppress or resume these traits independently if they wish. The cat's traits are feline eyes, which make them see in the dark so long as there is light to begin with, a feline tail that gives them perfect balance. Feline ears that gives them excellent sense of up and down, as well as gathering more sound to hear better. Feline claws allow the wearer to climb with ease, or use them to scratch with damage equivalent to the wearer's personal rank to a maximum of B. Feline fangs allow them to bite with the same damage as the claws. Feline muscle and instincts allow the user increased dexterity, reflex, and intuition.
    If the wearer has this passive active without shutting down one of the independent aspects the wearer is transmuted into an actual cat with the same fur color as the wearer's hair color. Such a transformation negates all the nonmagical effects of the armor, however, leaving only the Abilities. Additionally, for every day the wearer remains as a cat their mind starts to become clouded and they will eventually become a cat in mind as well as in form, after about 1 week remaining in cat form.



    Active Ability (Weapon):
       Name: Absorption Coil
       Rank: D
       Type: Devil > Antimagic > Coil
       Description: Absorption Coil turns a rope/string-like object into a magical channel that leeches magical energy.  Whenever a mage tries to cast a spell when in contact with an Absorption Coil,  they take D-rank equivalent damage as they suffer a mindshock that doesn't actually cause physical harm,  this shock is the magic they attempted to use being siphoned.  They may still cast the spell but it costs 50% extra mana to cast (5% minimum.  Meaning half again the mana,  with a minimum of 5%),  this assumes that they continue to cast the spell and push through the pain.    The MP spent by the victim in addition to their normal cost is transferred through the Absorption Coil and given to the caster.  
       Strengths:
    Inhibits a victim's ability to cast magic through pain and an increased difficulty in casting.
    Useful in stealing MP.
       Weaknesses:
    The victim actually has to try to cast a spell in order to absorb anything or inflict damage,  WHILE they are in contact with the Absorption Coil.
    The magic channeling the absorption effect is overloaded if it tries to absorb 10% MP or more at once,  and the MP is still transferred but the Absorption effect is instantly destroyed.
       Duration/Cooldowns
    The Absorption Coil lasts until the victim is no longer in contact with the Absorption Coil.
    3 post cooldown.


    Name: Stun Coil
    Rank: D
    Type: Devil > Shock > Coil
    Description: Stun Coil charges a rope-like object with crackling devilish electricity that shocks whoever touches it with enough force to knock out frail humans or kill small animals. The shock damages for d-ranked equivalent damage as a result of this electric jolt, and stuns the nerves to slow a person hit with it and lower their accuracy by 15% for 7 posts. Multiple hits stack until 50%, when they are paralyzed for two posts, and until 75% when they are knocked unconscious for 5 posts in combat, or 12 hours out of combat.
    This 15% is applied every five seconds the victim is in contact with the Stun Coil.
    Strengths:
    The ability was specifically designed for use as a non-lethal detainment method and as such it's strengths lie there. The Stun Coil sees use as a way to apprehend criminals.
    Weaknesses:
    The Stun Coil can take some time to work before it finally paralyzes or renders a foe unconscious. During that time they can escape, harm Hex, or do something to evade or counter.
    The Stun Coil can't work against insulated targets or targets without a nervous system. Meaning it wont do anything against Golems, mages in an Elemental Body effect, or undead.
    Stun Coil has no effect on Electric based Slayer mages.
    Duration/Cooldowns
    The Stun Coil lasts until it hits a target, then until it is no longer in contact with the target. 5 post cooldown.


    ++++++++++++++++++++++++++++++++++++++++++++++++++++

    Pet


    Name: The Devil
    Rank: Weak
    Species: Devil
    Type: Combat Pet
    Description: The picture at the head of my Devil Dice Magic app.   The Devil is a black skinned creature with thick goat fur,  a head shaped like an animal skull with horns,  large black feathered wings,  and thick black goat legs.   It has two glowing red beads of light for it's eyes.  
    While it's the Devil,  it's only an aspect- an off shoot- of it,  and the Devil only provides limited support to Hex (In line with a "pet" of it's rank).
    Abilities:  


    Name: Death of Light
    Rank: C
    Description: The Devil makes all light snap out of existence for five seconds during which time only it and Hex can see.   For added effect,  the Devil appears before all those within a 15 meter radius of the origin of effect,  making it's barely visible face and burning red eyes apparent in the center of their view for the five seconds.  
    This is not merely a lack of light,  but a complete annihilation of all photons in the area of effect (15 meters) which means no visual information can be registered aside from the unholy light from the Devil's own eyes that illuminates it's face,  horns, and a little bit of his chest and wings in a similar manner to if a candle was held up to it but this glow doesn't travel beyond a foot or two from it's head.
    Actual light spells are also destroyed,  being composed of photons.
    Strengths:
    Obscures vision and intimidates.  
    Counters light spells.
    Weaknesses:
    Useless and can't even be seen outside of 15 meters.
    Mages that use Hell magics can pick up more on the Devil's red glow,  which to their eyes illuminates the entire 15ft area making it appear as if all color was washed in red in the 15ft area.  They still cannot see outside of the 15ft area however,  until the 5 seconds is over.  
    Light Spells above C-rank are merely reduced by 50%.  B, 25% and A 0%



    Name: Unseen Presence
    Rank: D
    Description: The Devil winks out of existence,  disappearing to reappear within five feet cloaked in invisibility,  or merge with the Devil Dice.  If already merged with the Devil Dice,  this can be used freely to exit the Devil Dice.
    Strengths:
    A sudden very short instantaneous jump allows for the evasion of certain hazards or threats.  
    Weaknesses:
    Invisibility only lasts three posts.   Automatically winks out of existence and merges with the Devil Dice when Hex is knocked unconscious or worse.
    The Merge can be forced by hitting the Devil with a Hell based spell.
    Approved again~


    _____________________________________________________________________________________

    Cat Suit and Pet D11lCYj <-Click for Fleur DeLille's Applications
    Cat Suit and Pet Stamp_12<-Click this for all applications for Mocha Te and to learn about her "death".

    Exp: 50  |  Exp left to gain till next rank: 100  |   Required amount for next rank: C: 150 EXP

      Current date/time is 18th November 2024, 4:54 am