In the not too far away spot from the where the hall begins, lies a simple abode. It was made using the space hollowed out by the roots of a giant, dead cypress tree that maybe, older than most gravestones lined up there. A single hole, akin to rabbithole was naturally formed by years of decay and weathering by the nature from the stump left by the mighty tree after it was fallen connecting the outside and this room.
The room was carpeted in green. A raised patch of fresh dirt can be seen in the middle of the room, directly under the hole on the ceiling. There, a small, bonsai-style plant was standing silently. If you examined the plant more carefully, you can see drops of honey-colored sap continued to form without any provocation.
There's not much to see in this room other than few curious species of plants with colorful flowers and enticing fragrance growing almost wildly on the moss-covered ground. Occasionally, some figure of small Minis can be seen scampering from one shade to another.
When the bell rings, signaling morning class is about to began, the small plant in the middle gently swayed, dropping the sap on the mossy ground-
A girl then formed from those drops, yawning loudly. She's the owner of this room.
Name: Mahlan Ulmace (Mahlan = tree sap {suomi}, Ulmace from Ulmaceae, or simply Elm, known for its excessive sap) Nicknames: Mah, Mace (due to her tendency to smack people on the back. Hardwood+slap=painful blow.) Gender: Female. Age: 71 human years (16 in monster conversion (Elm can live up to 355 years. Divided by 80 it makes 4.475; roughly 4.5 years of their life equals 1 human year. But when talking about a Plant Spirit that rule kind of doesn't apply...)
Faction: Ghost Race: Plant Spirit
Natural Ability:
*Overabundant Greenery [Forced Growth]: Able to manipulate plants to a degree (Y1 ability).
Perfect for creating your own miniature garden. All she needs was few seeds and voila! You've gotten yourself a nice garden. She can control a plant's growth and life cycle, but seldom uses this ability because "Me don't like pushing the little ones. Time only moves forward, so doing this would rob the precious time left for them", she said.
Outside of producing out-of-season flower and fruits, This ability can be used by Plant Spirits as a perfect dueling armament in which they created simple dolls--usually from their own (main) body parts that fight the battle in place of them...but not Mahlan. She's too young to master this art, moreover she didn't have any Plant Spirit her age to complete with.
Personality: Positive: Country Gal Brightness: "Hello who is your name *shake hands* I'm Mahlan oh sorry for the sap!"
A little too cheerful for her own good, her everyday life can be summarized as 'rainbows and sunshines'. Many that knew her commented that she cannot read the mood...
Naturalist/Plant Lover: Don't start a topic about herbs or flowering plant near her. You won't hear the end of it. Typical of Plant Spirit, Mah adores those little lives that we know as flowers, and can sense if a plant needs something else than water. She will even sneak into others' house just to check the potted plant! Now that's near criminal, Mah...
Neutral: Mood Swings: She's usually full of smiles, but do something she didn't approve, like stomping on a seedling or snapping branches without purpose, expect her 'smile' to turn more and more sinister to the point you wished that you weren't there.
Negative: Short-tempered: unlike other Plant Spirits, Mahlan has a pretty short fuse. Either that, or she just can't stand others blabbering blah blah blah "SHUT UP!" Also can't stand jerks, bullies and Pucas. No, this is a family problems. Not personal.
Manipulative: No, not related by any way with her ability to control plants. But if she can shrink work, anything goes, oiroke or whatnot. Simply put, since she's a spirit born from plant that's essentially does not do anything save than photosynthesizing, being lazy is already on her bloo-err, sap.
Carefree!: As long as it didn't poses too much trouble, she'll overlook anything. Including complaints for the dripping sap. Hey, it's part of her enigmatic bodily function, she argued. And it was probably not for another few decades that she can control it, based on her elder's experience.
Why are they enrolled in Amityville Academy? As the newest addition for the Ghost Faction, Mahlan was chosen as a representative for the Plant Spirits to receive education on the Amityville Academy. Broading up their roots horizon with new knowledge wouldn't hurt, right? Especially since gathering Fear from humans was harder than before due to technological advancement and the lack of...well, fear in general.
Physical Description:
Eye Colour: Amber Red (it exist!) Hair Colour/Style: Yellowish-green, parted on one side. Skin Colour: Grainy Brown Clothing Style/Colours: Western due to the influence of the place she grew on. Green vest made from dyed hemp, white cotton tanktop and cut-off jeans taken from someone...pray tell, where did you obtain that, missy? Also, a red scarf. Applejack anyone?
Extra: Has a tail ending in a fan-like leaf. Especially useful on hot days either as a parasol or fan. Also helps for scraping off the dried sap from places her arms can't reach.
References: To the right! =>
Posted: Thu Aug 20, 2015 1:03 am
ABILITIES//BATTLE MECHANICS
HP: 30 Dice Rolls: Attack: 2d6-6 Defense: 1d4 FEAR Ability:
*Amber Blood:
High-pressurized sap courses in her veins...or should it be xylems? This sap can be used for various things:
PrankEntangling Enemy: Ever washed a shirt dirtied by sap? They just don't come off, did they? Mah's sap is tens of times nastier then that to the point that it can be used to temporarily glue opponents to the nearby object. Since the amount of sap needed to do that are ranging from somewhere between 2 to 4 liters a go, she can't do this more than twice a week otherwise she will shrivel up.
*Amber Blood usage #1: Res-inCase (Entangling Type, Y1): Traps opponent in a prison of sticky and quick-drying resin (this sounds like a glue commercial...). She must build up the resin by converting her sap, so this attack is quite difficult to perform, not to mention exhausting. Once converted, the highly-pressurized resin is contained within something that looks like a ball of goo that will burst upon impact. Think of a paintball that sends paint few times its own size! Also, if the opponent is quick enough, s/he can dodge this easily. But if it hits...free hits for everybody! Hmm.
[Mechanic is Double Take!]
Double Take
Double Take By focusing their Fear, users of this particular art can empower themselves to deliver two powerful attacks in rapid succession. Of course, being able to hit anything is another story all together.
Tier One:DT1 Dice: 4d6 First Two Dice: Add the first two dice and subtract 6. This is the damage of the first attack. Last Two Dice: Add these two dice together and subtract 6. This is the damage of your second attack.
Tier Two:DT2 Dice: 4d8 First Two Dice: Add the first two dice and subtract 6. This is the damage of the first attack. Last Two Dice: Add these two dice together and subtract 6. This is the damage of your second attack.
Tier Three:DT3 Dice: 4d10 First Two Dice: Add the first two dice and subtract 6. This is the damage of the first attack. Last Two Dice: Add these two dice together and subtract 6. This is the damage of your second attack. xxxxxExample: Say I roll 2, 5, 4, 6. xxxxx 2+5=7-6= 1 for first attack. xxxxx 4+6=10-6= 4 for second attack.
Note #1: You can only target ONE person with this attack!
Armor: by letting the sap harden on her bark...err, skin, she can create a somewhat sturdy protective layer. She can't create complex forms, so the armor is just bark(skin)-tight. She hates to do this, though, because it made her looks fat...sweatdrop
Medicine-making: Processed correctly, her sap is a wondrous substance brimming with essence of Life. Applied directly to wound, it can seal the flow of blood and promote natural healing rate. It can also be made into incenses. Incorrectly, it can be made into poison which causes its drinker to experience nausea, hallucination and diarrhea.
Villain-y or mad doctor's laugh invoke darkness swirling around body, making you seem larger and more powerful than before. Your voice also echoes and sends chills down the spins of those who hear it.
Rathurue
Alien Abductee
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Rathurue
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Posted: Thu Aug 20, 2015 5:18 am
-THE LITTLE SCAMPERING CRITTERS-
Points+ 5
Posted: Thu Aug 20, 2015 5:19 am
-ROOM SCHEMA-
Rathurue
Alien Abductee
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Rathurue
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Posted: Thu Aug 20, 2015 5:20 am
-POSSESSIONS- Golden Ear Candy! Effect: Smells like salsa, tastes like tortilla. Gives ability to hear students' whispers all around for 1 IC night. Pancake Pouch! Effect: Puts pancakes stored inside in a state of stasis; preserving their temperature and preventing them from going stale. (generic)Light Wand! Effect: Provides light for all occasions. Going to toilet in the middle of a blackout's no problem nao!
Confirmed RP Points: 10 Points [See Above] Breakdown:
As per this post, proof in links here. url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24812347#374290741] Completed Tournament Special Class at 1299 words, +3 points First Aid basics, 806 words +2 Twenty-Five Minipets Fully Grown: 5 Points [x] Fanart/Commissions: 0 Points Battle Card: 0 Points
Point Tally: 42 of 50
Year 1 to Year 2: *(There is a 4 month cooldown from Y1 to Y2) 50 points + an exam (pass or fail) = graduation to Year 2
Year 2 to Year 3: *(There is a 6 month 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: *(No OoC cooldown from Y3 to Alumni) 50 growth points + completing the prerequisites + final exam = graduation from Amityville Academy
1 point: - One piece of fanart drawn OR commissioned by you for anything related to the shop. You can claim a maximum of 5 points per year this way. - One complete regular rp, you must have written at least 800 words. - One complete classroom rp, you must have written at least 800 words. - 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 words not required). - Five minipets grown to their final stage (1 point per 5, up to 5 points can be earned this way. Can only claim 5 points per year this way.)
2 points: - One complete 'battle' roleplay with filled out roleplay actions - Character 'plot assistance' (ie for events) - Student is awarded a Pumpkin Seed by staff for outstanding work/achievements/something!
??? points: - Earned from special GM events. These will have a point tally at the end. In order to claim these, be sure to link to the post where these points were awarded along with links to YOUR RPs fulfilling those requirements.