Post 1 -- Cert & Table of Contents Post 2 -- Kattarina Fellinis Post 3 -- Abilities Post 4 -- History Post 5 -- Dorm Room Post 6 -- Relationships Post 7 -- RP Log Post 8 -- Photo Album Post 9 -- Possessions Post 10 -- Credits Post 11 -- Reserved
Scott Eros Archer
For most of the day after finishing up with the enrollment forms, a few gnomes could be heard meowing as they went about with the rest of their work...
Age: Looks 16-17, however unknown really due to being a ghost. She does know that she is younger than Nightengale XIII.
Faction: Ghost
Race: Black Cat
Natural Ability: Black Cat transformation: Kattarina an revert to her true form which is that of a small sized black cat with her ribbon around her neck and her ear piercings. Regardless of this ability, She has cat senses and skills in both of her forms. Such as always landing on her feet, heightened hearing, smell and taste and impeccable balance.
Personality: Kattarina is a fun loving type of person. She is also very hyper and tends to do things before thinking it through. You could say she is a attack first ask questions later type of person as she doesn't tend to plan things out and likes to go with the flow as it were. She is a very carefree kitty and loves any type of game. However she is also quick to anger and tends to hold grudges for long periods of time unless bribed or apologized profusely to. Unlike her 'elder brother' however, she was not born on such an unlucky litter and as such is not quite as unlucky as he himself. Although, she does look up to him and hopes to be more like him.
Why are they enrolled in Amityville Academy? Why does your character want to come to Amityville as a student? She heard that her 'elder brother' was going there, and so, she thought that Amityville would be the best place for her. She really wishes to learn from him as he has been a ghost longer than herself, since she came from a later litter than Nightengale. She also heard that there are many other ghosts there and thought the place sounded like a lot of fun.
FEAR Ability: Y1: Un-Lucky Happening - The Mind Kat creates the illusion in front the enemy to distract them in battle. The illusions have to do with something that could be considered bad luck happening to someone close to the target.
This technique makes it harder for your opponent to hit their desired target, ie you and just about anyone else. This type of Fear attack is best used in one-on-one fights.
Tier One: Dice: 3d4 First Dice: represents your Accuracy. xxxxx 1-2: Miss xxxxx 3-4: Success! Second Dice: represents your Modifier. xxxxx 1 means your opponent adds +1 to their modifier. If their modifier was -6, it is now -5! This means your opponent has an easier time of hitting their targets. xxxxx 2-4 means your opponent adds -1 to their modifier. If their modifier was -6, it is now -7! Third Dice: represents how many turns the effect lasts. xxxxx 1-2: affects your opponent's next turn. xxxxx 3-4: affects your opponent's next two turns.
Y2: Cats Claws - Swift Strikes Kat's claws elongate and she strikes fast as she can at the enemy with all her claws.
When hit by Swift Strikes, the opponent is hit several times in rapid succession. On their own these attacks would deal little damage, but when combined they are on par with the best of Battle Cries. Tier Two: Dice: 9d4 First Dice: xxxxx 1: Miss xxxxx 2 - 3: HIT however the resulting damage is divided by 2. Only 50% of the damage is dealt. xxxxx 4: HIT however the resulting damage is multiplied by .8. Only 80% of the damage is dealt. Damage: Ignore the first dice, total up the remaining dice. Divide or multiply the total by the modifier depending. Average Damage: 10 (50%), 16 (80%)
Y3: Black Cat's Attack - Gambler's Chance Kat focus on her lucky and unlucky happenstances that surround herself as a black cat before attacking wildly with her claws over and over.
In comparison to all of the other offensive Fear abilities, Gambler's Chance has the potential to deal the most damage. However this is also a double-edged sword: using it will also damage its user. Sometimes you'll deal high damage to your opponent while taking minimum losses, other times it'll be the exact opposite. How lucky do you feel tonight? Tier Three: Dice: 10d12 First Dice: xxxxx 1-3: Miss xxxxx 4-12: Hit Damage: Total of second, third, fourth, and fifth dice. Sixth Dice: 1: Take the full 100% damage. 2-3: Take 80% damage (multiply result by .8) 4-5: Take 75% damage (multiply result by .75.) 6-9: Take 50% damage (multiply result by .5 or divide by 2) 10-12: Take 25% damage (multiply result by .25) Damage to Self: Total of last four dice multiplied or divided by the modifier. This always hits you! Average Damage to Opponent: 25
Note #1: When used with The Eye, the dice affected is the first accuracy dice which determines whether or not GC hits an opponent. Note #2: When used with The Mind, the dice affected is the first accuracy dice which determines whether or not GC hits an opponent.