AMITYVILLE ACADEMY ENROLMENT FORM Name: Rochester England Scythe (Rochester E. Scythe works, too)
Nicknames: Roch
Gender: Male
Age: 17
Faction/Race Reapers - Grim
Personality: He would be rebelling, if anyone gave a candlejack about what he did in the first place. His father’s a workaholic who barely seems to realize that Roch is alive, his mother was a demon of gluttony who walked out once the booze was gone. Roch was five at the time, but he still remembers it. It left a big impression on him. Side note: he has a problem with gluttony, himself. He eats a TON (or would, but his dad never gives him enough money) but never gets fat.
He’s rough, cocky, cracks jokes easily, and is hard to get to
really know because he's never going to see things the way you do. His background shows up at strange moments, and what you might think is appalling (You just BEAT that cannon cat to death, and you're smiling??) he thinks is perfectly normal. There's usually a reason behind these things, but he only half explains, or doesn't explain at all. And he finds them far more enjoyable and entertaining than he should.
He's pretty easy to talk to, and is really good with shyer/more reserved students, surprisingly enough.
When he was a kid of about eight, he made friends with two ghost boils in the neighborhood (he lives in the ghetto of Halloweentown) and they were playing when the ghosts led him to a dried out well, shoved him in, and covered the hole. He was stuck there in the wet, cold darkness for over an hour, waiting for his pals to come back. They never did. His dad didn’t come to save him, either, not that he expected the old man to. He started trying to climb up out of the well, but the rocks were slippery with slime and other disgusting things he couldn’t see. Fear turned to rage, and for the first time he summoned his weapon.
The truth is, he's scared of ghosts. He tries to cover it up with anger, but it just winds up with people hurt, himself included. Recently he's been trying to fix that problem.
He’s got musical hobbies for the most part. He loves karaoke, but always does it on his own. He’s got this raspy, rough voice that’s as likely to win him a prize as it is to get him kicked out, depending on what he sings. He plays the guitar. Actually, he plays his scythe, which is a working guitar. The sounds that it produces are strange and eerie, and some of the chords have special effects when he channels his FEAR through them. He's started a music club, since there was none before he came.
There’s a lot that his father hasn’t explained to him just yet. Roch comes from a VERY well known line, one that started even before Skeleton Jack. He would have been elite, had one of his ancestors not been a seriously bad gambler with an addiction. So Roch is now living in the ghetto, eating when his dad remembers to send home enough money (or go shopping those rare times he’s home), and going to school because there he’d get three meals a day, regardless of how bad the meals are.
Only the older generations might even realize what his name means. In his family it’s expected of the fathers to name their sons after the place in the human world where they did their greatest job. His father’s name is Austin Texas Scythe. His grandfather was Las Vegas Nevada Scythe. (Guess who lost the family fortune?)
Why did they enroll at the academy? He--no, he doesn’t WANT to be a reaper, he just HAS to be. He feels stifled and he wants to get away from his jackdamn father! Not that the old geezer is ever around, but he definitely wants out of that house. He’s got a scythe. He wants to use it. He wants to become something more than just a punk with a guitar. And part of him, a tiny part of him, wants to shove his job as a real reaper in his father’s face and tell him that he made it all on his own. That he’s as good as he is. He really wants... well... he wants the old man to be proud of him for something he’s done in his life, even though he knows that’s a pathetic, retarded goal. It’s the one that comes to him in the middle of the night while his stomach is grumbling (His old man forgot to send home enough food money again, seriously, is it that hard to fill two fridges?) and he’s staring up at the leaking ceiling of their crappy two bedroom house, wishing he could sleep.
Secret facts:
~ If you lure him with lots of food you can get him to do practically anything. He might not LIKE doing it, but he’ll do it!
~Roch needs to grow up. I figure this'll happen through rp, whether he likes it or not.
~ His guitar doesn't need an amp. It seems to have a built in one. But he should be able to summon one when he's got some more learning under his belt, and he'll really be able to rock a building. Or a city block, even.
Weapon summoning B-day: Jul 3rd
Birthday: Nov 15th
Fear: Killer Chords
A sound based attack where he directs FEAR through certain chords and it affects the enemy for one round. He’s got two so far. A chord is a battle cry attack that does damage to the FEAR shield and can cause people to feel sick. C chord is a healing chord that can be used to heal himself or others.
Y3: Battle Cry - A Chord
Y2: The Chill - C Chord
Y1: Swift Strikes: The Riff
Completely useless for fighting use of FEAR that he has: he can switch his guitar back and forth from an electric style guitar to an electric style bass guitar. It has no source of energy (since it's FEAR) but it sounds like its electric!
Natural ability:• Sense Soul: A Grim Reaper has the ability to pin-point exactly when a soul ready to be reaped is. While in Halloweentown, this ability merely lets them pinpoint the exact location of ghosts -- there are no souls to be reaped in Halloweentown.
* Shadow Step: A short range teleportation skill; as a first year level ability, he's limited to about once every three minutes and within 50 feet.
*Shadow Step 2: 3 minutes is shortened to two.
Learned Abilities:
Beginner Stealth Difficulty level: Beginner
Pre-requisites: N/A
Battle Effect: Once per battle, the opponent may choose to roll a 6-sided dice. If the result is a 6, their damage taken this round is
halved.
Non-battle Effect: A character acquires the ability to walk around
sneakilyRequirements: Collect 15 or more trinkets from the Horsemen stealth trial.
Beginner First Aid Difficulty level: Beginner
Pre-requisites: N/A
Battle Effect: Once per battle, a player may choose to roll a 4-sided dice. This is the amount that the player heals themselves or another target for. You forfeit your normal battle attack turn if you want to use this attack.
Non-battle Effect: A character can heal small wounds or cuts of other players or themselves, and know how to do basic stitching.
Requirements: Score three rounds of a
total score of 10 or higher in the open class First Aid 101
Beginner Speed Boost Difficulty level: Beginner
Pre-requisites: N/A
Battle Effect: Once per battle, a player may choose to roll a 4-sided dice. Their accuracy is raised +1 for the next rolled amount of turns. For example, if I state this used effect and roll a 4, for the next 4 turns, my damage calculated is now -5 instead of -6. You forfeit your normal battle attack turn if you want to use this attack.
Non-battle Effect: A character can obtain a small speed boost/ speed surge to seemingly "teleport" a foot, but it can only be used once without them getting super tired.
Requirements: Win a single round of the open class of the course
Thunder RoadBeginner Battle Aura Difficulty level: Beginner
Pre-requisites: N/A
Battle Effect: This is an ADD on effect! You cannot use it with your Fear. Once per battle, by using this effect (please state so), instead of rolling your usual 2d6/8/10, you will roll THREE dice.
- The first two dice behave as normal, simply add up the damage and subtract 6.
- THE LAST DICE, if even, is the additional damage you do DIVIDED BY TWO. If your last dice is odd, you do
all of the damage of the THREE DICE ROLLS (the third roll amount divided by two) to yourselfNon-battle Effect: A character acquires the ability to create a
menacing aura, perhaps enough to lightly startle others.
Requirements: Finish/ defeat the final boss in BEEN FIGHTING BEARS ON THE MOUNTAIN.
Scavenger: To use this ability, you must take one battle turn to roll 1d4 (and ICly look for something nearby that can help you in your fight). The result of this role determines what happens on your next turn. You can only do this ONCE per battle, and cannot use it in GM/meta boss fights.
Roll a 1: You don't find anything, and your scrambled search throws you off - on your next turn, roll the melee dice for the year below you. (If you are Y1, roll 2d4; Y2, roll 2d6, Y3, roll 2d8.)
Roll a 2: You don't find anything that looks better than YOUR OWN FISTS. On your next turn, attack as normal with your usual dice. (No special effect.)
Roll a 3-4: You find something! (Item must be logical for the environment you are in, i.e. no finding a torch if you're underwater.) On your next turn, add the value of your YEAR to your roll! [Meaning Y1 = +1, Y2 = +2, etc.!]
Intermediate Stealth Difficulty level: Intermediate
Pre-requisites: Beginner Stealth
Battle Effect: Once per battle, you may choose to roll a 6-sided dice. If the result is a even, their damage taken this round is
halved. This does not take up a battle turn and can be stacked on to one normal battle round.
Non-battle Effect: A character can go into
sneak mode! While in sneak mode, they are not noticed by others for 30 seconds (only those of their year and lower). Make sure to put in OOC the effects of
sneak mode so other rpers know!
Requirements: Successfully complete Horseman Trial - Intermediate Stealth (Must have passed beginner)
Intermediate First Aid Difficulty level: Intermediate
Pre-requisites: Beginner First Aid
Battle Effect: Once per battle, a player may choose to roll a 8-sided dice. This is the amount that the player heals themselves or another target for. You forfeit your normal battle attack turn if you want to use this attack.
Non-battle Effect: A character can heal medium to small wounds or cuts of other players or themselves, and know how to do basic stitching.
Requirements: Successfully complete Intermediate First Aid
Beginner Disguise: Difficulty level: Beginner
Pre-requisites: N/A
Battle Effect: N/A
Non-battle Effect: Your character can temporarily alter their appearance to look like anyone they have traded student pins with (as long as they are wearing the pin). This only lasts 5 minutes for Y1, 10 for Y2, and 30 for Y3. This is an illusion and is broken if they are attacked. They still sound like themselves though okay, it isn't
that advanced. The illusion appearance is only of their student form and not their natural form.
Requirements: Successfully complete Disguise for Dummies (aka the TL;DR class)
Roch Groanspring!