The Horseman Name: (full name is unknown) Nicknames: Fia Gender: Female Age: N/A (looks to be in her mid to late 20s)
Original Clan: Conquest
Job Role: Artisan
Personality: The past: Fia remembers two things: she loves her family, and her family did something to disgrace their place in nobility. It caused everyone within their family line to have their horns shaved. That caused her emotions to block off a lot of specific memories -- Fia feels like she remembers some things, but she can't separate real ones from those that her mind made up.
Her reaction: With a lot of her memories blocked out, she feels pretty hollow. Fia has fading memories of those she cares about which has some sadness, but it's hard for her to be sad without solid memories. She's basically a blank slate and (sorta) ready to mingle.
Her goal: In terms of the Four Clans, she wants to help bring them back to their former glory. She doesn't really know how this will be achieved, but will help in whichever way she can. For herself, Fia wants to find a way to remember what happened in the past and fix whatever wrong-doing her family had done.
The now: Fia spends a majority of her time creating jewelry and other ornaments out of gold and precious stones. She makes 'test' jewelry and tries to enchant them as much as possible until they break. She hopes to eventually create 'unbreakable' or 'unlimited' enchanted jewelry.
When not tinkering, she spends her time either meditating, learning from others to refine her craft, or teaching others that wish to learn from her (she's good with small, detailed pieces).
Physical Description: Please note she has an affinity for the phoenix, so most of her designs are red/orange/gold. Feathers and bells accessory wise! It's not a set design and very up for CCing stuff ouo!
Eye Colour: Almond shaped. Her eyes are crystal blue with an empty look. Hair Colour/Style: - Color: Black - Style: My favorite, Long -- past butt please ouo;; - Acc: Loove this! I like danglies and bells... And feathers! Skin Colour: Pale peach. Clothing Style/Colours: - Style: [Hi-low] [Hanfu] -- I LOVE visible layers, so you can have fun with that! - Colors: Red/Orange/Gold - Black/Greys for some trim - Shoes: I'm thinking some kind of intricate boots. She'd give someone a swift kick rather than use her hands. Extra: I would like horns on her, but ones that were partially taken off. I thought ICly her parents were disgraced and they got their horns 'taken off'. With her family dead, she lives and wants to bring their name back to nobility (if possible -- it's not a big deal if this was left out). They'd be horns that were chopped off and topped with a gold ring thing (cover? IDK WHAT TO CALL IT). References: A lot above! Going to see if I have the ability to doodle something... Haha
ATh e a r t
Romantic Lunatic
Offline
ATh e a r t
Romantic Lunatic
Offline
Posted: Sat Aug 08, 2015 4:56 pm
Abilities
Mount Form: Pale gold horse (near white), has a faint 'marking' of a phoenix flying from the bottom of the front left leg (white), spreading wings up towards the shoulders. The mane and tail is white, decorated with small but intricate gold accessories.
Weapon Form: Short bow, gold in color, slightly carved to look like outspread wings.
FEAR ATTACK: T1 Ability - The Eye - Fia would use this in combination with her bow if she needed a longer range attack (or a more accurate short range attack).
Dice: 2d4 First Dice: represents your Accuracy. xxxxx 1: You move worked, but it backfired! Change YOUR OPPONENT'S modifier from -6 to -5. xxxxx 2-3: Miss xxxxx 4: Success! Second Dice: represents how many turns the effect lasts. xxxxx 1-2: One Turn xxxxx 3-4: Two Turns Effect: Target subtracts -5 instead of -6 to determine damage. If used and the ally uses a Fear, add +1 to the ACCURACY result/dice. If the Fear does not have an accuracy, add it to the total. Be sure to note this in your post and double-check any attacks made against you!
T2 Ability - Swift Strikes - Physical attack, allows Fia to kick in succession with one leg (primarily her right).
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%)
T2 Ability - The Mind - Slight delay helps Fia either defend herself or someone else.
Tier Two:MND2 Dice: 3d4 First Dice: represents your Accuracy. xxxxx 1: Miss xxxxx 2-4: Success! Second Dice: represents your Modifier. xxxxx 1-2 means your opponent adds -1 to their modifier. If their modifier was -6, it is now -7! xxxxx 3-4 means your opponent adds -2 to their modifier. If their modifier was -6, it is now -8! Third Dice: xxxxx 1: affects your opponent's next turn xxxxx 2-4: affects your opponent's next two turns
Name: ??? Weight capacity: 1 person max. Speed: Medium Special ability: Are extremely sturdy and can carry up to 3x their weight. Are good at traveling through rugged and mountainous terrain. Flying: Cannot fly. Teleportation: Teleports from Miasma Village to Halloween Town only through portals. Personality: Friendly, but likes to butt heads with people and other mounts.
Name: ??? Weight capacity: 1 person max. Speed: Fast (flying). Special ability: Bladed Wyverns utter a shrill noise to signal to others that it is around. It has extremely talented aerobatic abilities that give it the nickname, the pest of the sky, as its talons are fashioned to be able to drop from the sky and attack other flying creatures. Flying: Yes Teleportation: Teleports from Miasma Village to Halloween Town only through portals. Personality: Active and hard to calm down. Will sometimes come even if not summoned to get attention. Affectionate.
Name: ??? Weight capacity: 2 people max. Speed: Medium Special ability: Is excellent at making impromptu bridges and shelter from cold areas. Sheds rainbow-coloured skin that can be used as waterproof wear. Has impeccable memory - as long as it has been to a place, it knows how to get there. Flying: Yes Teleportation: Teleports from Miasma Village to Halloween Town only through portals. Personality: Only really likes Fia. Won't approach others unless bribed. Waits for Fia on the outside, only poking his head in looking for her.
Name: ???
Name: ???
Posted: Sat Aug 08, 2015 4:56 pm
Roleplay Log
[✔] = Completed RP, [Link] = Abandoned RP
Miasma Event
[Link] [Q3] Sand Whale [w/ Falair] [✔] [Link] [Q4] Eggstraction [w/ Saoirse] [✔] [Link] [Q14] Into The Mist [w/ TK, Puella, Carlos, Verusha, Brenley] [✔] [Link] [Q3] Stop The Sand Whale! [w/ Kailani] [✔] [Link] [Q8] Eggstraction: It Returns! [SOLO] [✔] [Link] [Q11] The Fisher King [w/ Leo] [✔] [Link] [Q15] Eggstraction: The Finale [SOLO] [✔] [Link] [Q12] Mistentoe Mishaps [w/ Dekana] (( Mostly because... RNG was not on our side XD ))
Hallowen Daily RP (2015)
[Link] Pumpkin Decorating [w/ Saoirse] [✔] [Link] Task - Trick or Treat: Treat [SOLO] [✔] [Link] Open Class - Your Very Own Costume [SOLO] [✔]
[Link] [Q3] Sand Whale [w/ Falair] [Link] [Q4] Eggstraction [w/ Saoirse] [Link] [Q14] Into The Mist [w/ TK, Puella, Carlos, Verusha, Brenley] [Link] [Q3] Stop The Sand Whale! [w/ Kailani] [Link] [Q11] The Fisher King [w/ Leo]
GM Classroom RP (2 points each)
- none yet -
Quote:
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:
Stage 1 to Stage 2: *( There is a 6 month OOC cooldown from S1 to S2) 125 growth points + Medea's Blessing = Final Stage (see below for blessing)
A Stage 2 horsemen, one who has been with Medea and grown closer to their full power will feel more attuned with both their Fear and Distortion. They will receive more roles and tasks and be granted stronger blessings and the opportunity to train younger more inexperienced horsemen in leadership positions. They obtain the title of Elder Clansmen.
ELDER CLANSMEN:
Elder clansmen are naturally treated with more respect. They may often take a younger disciple to teach them the ways of the clan. Elder Clansman are allowed to make decisions for Horsemen in the absence of leadership.
Elder Clansmen (stage 2 horsemen) bonuses: - Can roam FREELY ANYWHERE. Are not bound by rules, even those of Halloween because of their strong Fear and mastery of Fear, they know how to mask and hide their Fear enough to avoid being detected. They can move freely in and out of Halloween, to the Human world, so on so forth, and are often called for SPECIAL TASKS - ELDER CLANSMEN can take special tasks as well as CREATE their special tasks in the Human world. These are related to GATHERING FEAR, in ways they know best. These are similar to how Hunters have "missions" only they are self-proposed and almost always involve the destruction of humanity as we know it. They are continuously allowed to go out and farm Fear, as needed for their Lair - Elder Clansmen can also teach at Amityville. They are respected enough by the community, despite tenuous circumstances, to at least be considered representative of the Horsemen as a whole, and have been invited to teach cultural studies related to the Horsemen at Amityville, holding open classes, field trips, or even regular classes of the like, as long as they fit within school regulations - Lastly, Elder Clansmen are able to shift into their mount form in battle. They can do this in non-battle as well, similar to students shifting to natural forms (these mounts are natural formed size, not oversized).