House Colors: Green and Grey Mascot: Insect Serpent Motto: Rise Up
Posted: Sat Jun 15, 2013 12:24 pm
AMITYVILLE ACADEMY ENROLLMENT FORM
Name:Monty Nicknames: (if any) Gender: Male Age: 16
Faction: Undead Race:Ghūl:: Common Desc: Not to be confused with the Halloween term for a "girl" ("ghoul"), a Ghul is a cutthroat undead with one thing in mind: plunder and profit. Their notable features are razor sharp teeth and long thick claws that they use to dig with. Ghuls make up a majority of the undead that go about digging around for fresh corpses, turning a profit off of the sell-able parts they find. Any part that can't be used or sold usually winds up being eaten by the Ghul.
Personality:
QUIRKS ~ Stealing, Collects odd things > When he sees something he wants or something he thinks he can make a profit off of he gets a feeling of excitement almost as if he can't help himself. While he knows it may be wrong to take it, that doesn't stop him. He'll think about that item/s till he can have them for his own.
HABITS~Hums to himself, self inflicted pain >When he's in a room by himself especially a small one he gets angry and almost a little panicky. The only way he can make himself calm/settle the feelings down is by humming, it makes him feel as if someone is there with him even if they aren't. > If he gets to overwhelmed or upset he'll inflict pain on himself, it helps him release the feelings and have a point as to why he's upset.
HOBBIES & ENJOYMENTS~Gaming(ie~board games, video games, etc.), Cards, Gambling, anything he can do to collect for himself or make a profit from. He gets a rush of excitement when he's playing games especially if he's playing for money/ stuff. He can get competitive and hates losing. There are times he may try to "fix" the game so it goes his way.
With his urge to steal and his feelings of anger and him not knowing why he has them or how to stop any of it he can be a bit spontaneous and reckless about his actions. Even if he tries to stay out of trouble and keep his emotions and urges in check it doesn't always happen.
Monty is till young so he definitely has room to grow and change. He just needs others to help him out with it over time, even if he puts up a fight or two along the way.
Why are they enrolled in Amityville Academy? He was walking around town by himself for a few days and somehow wandered up to the campus. The feeling of being alone he had been carrying with him kind of disappeared for the first time in awhile. He felt that this was a chance and the place where he would never have to feel that emotion again..... and replace the the feeling of being alone with the feeling of excitement at all the cool stuff he would be able to collect
littledevils freakzoid
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littledevils freakzoid
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Posted: Sat Jun 15, 2013 12:48 pm
Natural Abilities
• Digging for Profit:Ghuls boast a keen sense of smell that allows them to locate fresh corpses. It's up to the Ghul itself to dig the corpse up, and the condition said corpse is isn't guaranteed...
FEAR Ability:
Year 1= The touch: drains energy, making the victim slow down considerably. Works off of the Tier One: fear mechanic~ The Battle Cry
Posted: Sun Jun 16, 2013 4:23 pm
Monty's primary motive in life was to obtain possessions and wealth, he would do almost anything get ahead. Including stealing, breaking into places just for the fun of it, and getting into fights were just some of the issues. His parents did not approve of the things he did and were worried about his destructive behavior and the problems it was causing for them. They tried to get him counseling and other stuff but it never did anything for him. They had enough of it one day when they came home to find him sitting at the table with loads of stuff he had just stole. They sent him off to be evaluated in a mental institution, where they thought he would get some help and learn to control his actions. Shortly after he arrived there Monty and his parents were told that he had Kleptomania (An overpowering compulsion to steal.)
His parents and the doctors agreed that the best treatment for him was to lock him away from everyone else so they could try to "cure" his urge to steal things, since this was the main issue that everything else was focused around. They locked him away in his room for 23 hours a day only letting him out twice a day for a half hour at a time (once in the afternoon & once at night). Since he was by himself for most of the time he developed a habit of humming and inflicting pain on himself to pass the time, thus the reason for his straight jacket attire.
While Monty was out of his room he was able to have his straight jacket unhooked so he could do things with supervision. He was in the garden area one day when the person who was supposed to supervise him turned their back. Monty tried to escape by climbing over the wall, but one of his chains from the jacket got stuck on a loose brick in the wall. He slipped and fell causing him to hit his head on the wall, and go into a coma. After about a week he ended up dieing in the institutions hospital wing, thus sending him to Halloween Town.
littledevils freakzoid
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littledevils freakzoid
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Posted: Sun Jun 16, 2013 4:28 pm
Monty's room is pretty simple.. It has a few windows so he can see whats going on around him and watch the large cemetery that sits behind the building. All around is shelves to stick whatever kind of "treasure" he may of "found" that day as well as whatever school stuff he needs to work with. As soon as you walk into the room you come right to his work area, it's more of his storage area for his computer when he's not using it. Past that in the corner is the air hockey table where it's always welcome to play especially if you are willing to make a bet or two. Pretty much the center of the room is his bed area complete with his small collection of lava lamps. The living area is tucked away in the last corner of the room with it's simple couch, table and of course flat screen TV. If you're ever in his room and get cold turn on the fireplace, pull up a seat next to it and take the chill off.
Quote:
Undead Dorms
Outside: On the outside, it looks like a throwback from days long past, a Victorian institution. Sturdy yet ornate, with a rather large cemetery behind it, the building stands tall and proud.
Inside: The temperature of the building is kept naturally cold, with the lower floors being the coldest in the building! This is to help keep the sometimes-decaying inhabitants as comfortable as possible.
The dorms are divided up so that the many different groups of Undead can rest in peace and not disturb each other. Vampires live on the top floors and have the best view of Halloween Town. Patchworks, mummies, and other creatures share the main level. Zombies and other creatures inclined to decomposition have rooms in the basement levels, all of which are pleasantly cold; several of the basemets are open to the earth, allowing those so inclined to dig comfy, cozy graves.
The above-ground levels' narrow hallways are all done up in classic (if moldering) Victorian decor. The walls of the common areas are decorated with pictures of notable past students or other worthy undead, especially the Pumpkin King Jack Skellington. Most other portraits are of vampires, but every now and then patchworks, mummies, and skeletons appear. You might even be lucky enough to spot a picture of Chester Grunge (a zombie with a missing mandible) who was a former Head Boy.
House Cup 9 points + 1 point for the race + 1 point for the quiz + 1 point for the tug o war + 1 point for the battle exhibition + 1 point for the scoring all 4 other dorm booths +4 points For word count (Undead, Demon, Ghost, student council booths)
Total points 32updated to house cup
Growth Points:
You earn 1 point for every: - One piece of fanart drawn OR commissioned by you for anything related to the shop. (max 5 points per year this way) - One complete RP; you must have written at least 800 words in that RP for it to count as a point. - One complete classroom RP; you must have written at least 800 words in that RP for it to count as a point. - One complete homework assignment for a class that assigned it. -----NOTE: For 'homework' that involves growing a minipet from a class, you must do an RP or solo (of at least 800 words) involving that pet to get a point. Merely growing the minipet does not count! - One complete battle, with just rolls (800 word count not required) - Five minipets grown to their final stage. You get one point for every five minipets; you can claim a maximum of 5 points per year this way. - One complete solo, at least 800 words long
You earn 2 points for every: - One complete battle RP; must have filled-out RP actions, not just dice rolls. - Character 'plot assistance' (ie for events) - One complete GM'd classroom rp
You may earn ??? points for: - Special events run by GMs may have point prizes for participants; to claim these in your tally, make sure to link to the post where points were awarded. Be sure to also link to your post that fulfills the requirements on the tally.
You may earn bonus points for: - EXTREEEEEEME! WORDCOUNT! Those who choose to write particularly prolifically - perhaps an involved solo plotline, or a very involved single RP, may earn bonus points. You can get +1 bonus rp point for every 10k words you write in a single RP/solo, up to 50k words. (So the most you could get from any RP/solo would be 6 points: +1 for over 800 words, +1 more when you hit 10k, and +1 more point for every 10k you hit after that point.) Please note that GM/event ORPs do not count for these bonuses.
Growth Requirements:
Year 1 to Year 2: *( There is a 4 month IC cooldown from Y1 to Y2) 50 growth points + final exam (pass or fail) = graduation to Year 2
Year 2 to Year 3: *(There is a 6 month IC cooldown from Y2 to Y3) 75 growth points + final exam (pass or fail) + teacher battle (pass or fail) = graduation to Year 3
Year 3 to Alumni: *(Cooldown TBA) 50 growth points + completing the prerequisites + final exam = graduation from Amityville Academy
Moving to the Next Year:
If you'd like your student to move on to the next year, please go through this checklist to make sure they're ready to go!
- Make sure your student meets the point requirements listed above for the next year. If not, keep RPing! If so... - Sign up for an exam. Exams are required to move on to the next year! They are offered every so often, as demand warrants. - Once your student has satisfied the exam requirement they are all set, hooray!
As a reward for moving up a year from Y1->Y2 and Y2->Y3, your student may upgrade BOTH their natural ability and their FEAR ability!
For FEAR abilities: students' original/Year One FEAR abilities upgrade to a Year Two ability, meaning their original attack is now more powerful and can do more damage! They may also add on a new, less powerful FEAR ability. More information can be found in this thread. All new abilities must be approved in that thread before they can be used in battle.
When your student moves from Year Two to Year Three, their original FEAR attack upgrades to Y3 level, their secondary FEAR upgrades to Y2 level, and they can add one new Y1-level ability.
Y3->Graduate must use RP points to purchase any FEAR upgrades; see here for more details!
For natural abilities: students may either upgrade their current natural ability to be more powerful OR they may add on a new minor natural ability! Information on that can be found in this thread. All new abilities must be approved in that thread before they can be used in RP.
You get one natural ability upgrade/addition at Y2 and another one at Y3. Choose wisely! As above, Y3->Graduates do not get to automatically add another natural ability at Graduation and must purchase one with RP points as seen here.
Student Art for Year 2 and Beyond:
All student art at This Is Halloween is on a per stage contract - when you got your character originally, you paid for (or won, or got for free, etc.) only the art you received at that time. That means to get the second stage (or more) art, you will need to enter for art slots/customs/bribes etc. TiH is a huge shop with a massive population; this system helps keep our artists from being overworked and avoids potential drama pitfalls.
You may request art when your student moves to Year 2 and when your student moves to Year 3. Graduates do not get new art - you must try for a custom/alt art slot if you would like additional art of your graduated character.
If you don't want new art for your student, you do not have to get it - you can RP all the way through graduation with the same art if you want! That is totally fine. New art is simply a bonus that you can work for if you'd like. It is not guaranteed in any way and does not affect roleplay unless you want it to.
If you'd like new art for your character as they grow, please check The Alley to see if there are any slots open, either through customs, bribes, or special events to provide free growth slots. We try to make growth art as available as we can, though since there are a huge number of students at TiH (not to mention the demand for new students) this may not always be possible. If you put in a bribe/custom/etc. for growth art, please make sure to provide proof that you've met the growth requirements.
PLEASE NOTE: You cannot commission official character art outside of the shop! All growth art - anything official that will go on a cert - must be obtained via TiH staff within the shop. (Naturally, commissioning fanart/reference art is still completely okay! This is for growth/official art only.)