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Posted: Tue Jan 29, 2013 1:09 am
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Enrollment Round about the file bin go; In the filled applications throw. Toad, that under cold stone Days and nights has thirty-one Swelter'd venom sleeping got, Boil thou first i' the charmed pot.
Double, double toil and trouble; Fire burn, and file bin bubble.
Fillet of a student ID, In the file bin boil and bake; Eye of pen and toe of frog, Wool of tack and tongue of dog, Ruler's inch and prankster's sting, Table's leg and owlet's wing, For a charm of powerful trouble, Like a hell-broth boil and bubble.
Double, double toil and trouble; Fire burn and cauldron bubble.
The acceptance bin continued to chant under its lack of breath as it continued to throw office supplies into its maw, pausing only long enough to readjust the black Princess Hat back onto its head. Unfortunately for it, the gnomes tipped it over and swiftly used its procured supplies to build the world's largest paper airplane that sailed uselessly for one glorious second before creating an even bigger mess that the office had to begin with.
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Posted: Tue Jan 29, 2013 1:09 am
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The Basics Name: Maple Halina Ziege Nicknames: none that she knows of Gender: female Age: 15
Faction: Reaper Race: Witch
Personality Maple is a little tight-round ball of no confidence, riddled with self doubt who seems more comfortable when things don't go right than when they do - 'cause then she thinks something worse is just going to happen.
Of course, that's not all that this ghoul is about. Maple's actually a rather intelligent little witch and has really good memory for spells, history and learning and would be a natural if she were more able to put theory into better practice. She knows what she's doing but just can't do it, which is really where her low self worth came from; she thought she was so smart and could do everything but then kept being brought down a peg until there were so little pegs left. It was a great way to burst that ego, but her parents didn't think it would really get that bad.
But it did, and Maple now tends to give up a little more easily or in a fit of frustration, wondering why she tried at all when it was obviously going to fail. Relying on others is far more easier, especially when they're bound to get it before she can, even if she might actually know how to do it better - as it can happen - but she won't say anything and remain quiet until push comes to shove. Because, push does need to come to shove with her even if she does want to help sometimes but just can't get herself to do it.
Maple needs to be coaxed into things and dragged along. Even into making friends. Like a lot, she's capable but just hard pressed to do it. She is capable of smiling and having fun, once anyone gets past anything about her and she can be friendly even if she's a bit uptight. It just takes some work.
Why are they enrolled in Amityville Academy? Maple was always slated to attend her parent's alma mater, it's been a tradition after all. She just wasn't supposed to attend so early. But given the situation and their limitations of helping their daughter, they felt it would be easier to enroll her earlier to get the professional guidance and teachings that she needed.
A Little Family History Maple comes from a long line of witches and warlocks that are born with horns upon their heads. These horns, along with a large amounts of FEAR, are used when the time is right as a means to summon the familiar that will be bound to them for eternity. These familiars tend to be of cloven hoof variety; the elk, deer, antelope, horned beasts. The summoner then loses these horns after the spell is complete.
They had thought Maple was ready for it, she thought she was more than ready for it. But, like with a lot of her spells before, it had backfired on her and did not work. It left the poor witch devastated that so many before her were able to do it with ease, yet she could not.
So, she was sent to a cousin, first off, who was also unable to perform the right of passage. And there she was taught how to perform magic with the aid of a weapon so she could learn the basics of channeling her FEAR; in this case, the common witch's broom she already had. Until the time was right and she was able to try her familiar again. And hopefully Amityville Academy would help.
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Posted: Tue Jan 29, 2013 1:15 am
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Racial Abilities Summon weapon. Even though she's unable to summon demons or a familiar, like the rest of her family, Maple can still channel enough of her FEAR correctly to summon her broom.
Natural Abilities Broom Flight - One of the few things that comes with ease, Maple is able to fly on her broom at low altitudes as well as hover in place for long periods of time on her broom.
Basic Spell Casting - with a little more stabilized FEAR core, Maple can actually perform some simple elemental spells; small sparks to catch something on fire (her's come in the color red) and potentially animate small objects, ect. These will be extremely small and used only for RP purposes. (AyeAvast mentioned dice rolls, I'm, copying her approach to this.)
FEAR Abilities Jinx! [The Mind mechanics] (Y2) - Sweeping the bristles of her broom across the ground near her opponent, and channeling some FEAR, Maple is able to -well, hopefully - cast a Jinx to give them a little bit of a harder time with the battle. A jinx is nothing ever permanent or deadly, but more of annoying and irritating; like a small jab or jolt, making someone trip, or even making their own attack backfire a little.
The Mind Tier Two: 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
Hex! [Tainted Fang mechanics] (Y1) - Now with the aid of some basic minor spells, Maple is able to cast a little more of an annoyance to her opponant with the help of her trusty broom; this time with physical harming effects that seem to linger over time for a short duration! Well, hopefully.
Tainted Fang Tier One: Dice: 3d4 First Dice: xxxxx 1-3: Miss xxxxx 4: Success! Second Dice: xxxxx 1-3: Target suffers 1 damage for [third dice] rounds. xxxxx 4: Target suffers 2 damage for [third dice] rounds. Third Dice: xxxxx Determines how many turns the effect lasts. Potential Max Damage: 8
Learned Abilities 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.
Quote: 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.!]
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Posted: Tue Jan 29, 2013 1:21 am
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Posted: Tue Jan 29, 2013 1:25 am
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Posted: Tue Jan 29, 2013 1:34 am
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Posted: Tue Jan 29, 2013 1:35 am
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Posted: Tue Jan 29, 2013 1:38 am
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Posted: Tue Jan 29, 2013 1:44 am
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