Name: Freya Brynhildr Amityville RP Journal:Located here! Official Art:Year 1 | Year 2 | Year 3 | Alumni Nicknames: Túkut, Princess Goldilocks Gender: Female Age: 21 (birthday Sept. 26th, 1992)
Faction/Race Reaper / Valkyrie
Natural Ability:
▶ Y1: Lament - Valkyries are said to be able to sing with a voice so sad it stops their opponents in their tracks. ▶ Y2: Freya Explains It All - Charts and graphs seem to appear from out of nowhere when she needs to use them to make a point. ▶ Y3: Owl Messenger - Freya can summon a spectral owl to deliver a message.
Personality:
▶ One inof a Million Freya was the second oldest of a set of nine valkyrie ghouls - eight of which manage to look nearly identical. Valdis, Freya's mother, enjoyed playing up the aspect of uniformity - and the ghouls were often found sporting identical outfits as they marched behind their mother like little ducklings in a row.
It was only after Hel, the youngest, was born cursed with startling differences in appearance, did the rest of the Brynhildr sisters begin to rebel from the conformity of appearance. The older sisters would wear their hair in odd, foreign styles - though none dare cut the length, as hair was a symbol of fertility and power for the valkyrie woman. Individuality began to blossom brightest in their fashion sense, but even there they were hindered by what their mother allowed them to buy.
▶ Visual Aids are Key to Learning Part of her obsession with weaving intricate tales to convince people to do, or not do, something - involve visual aids. She will draw out charts. She will scratch graphs into the walls. She will make slides and project presentations at random moments, because it makes an argument look professional - and that means it's true. Therefore, her most important accessory is not her large axe halberd reaper weapon - oh no. It is the laser pointer that hangs from her belt at all times, ready to be used at a moment's notice to point out the connections in the flow chart she just made to prove you wrong.
▶ Violence is Always the Answer In the end, if she can't talk you out of your decision, it's good old fashioned brute force that will keep you from walking out that door. Freya is a valkyrie - a proud, strong member of the norsefolk. There is no small amount of fighting blood running through her veins. She loves a good battle, even if it's a friendly one, and will gladly take anyone up on an offer to spar or just plain wrestle. If you're on her bad side, she'll be more inclined to pinning you down and holding you captive until you give in to her demands, if she can manage it.
▶ The First Cut is the Deepest Hunters have played a major part in the deep and painful scars of Freya's mental issues. A hunter in particular named Jeremy was the main cause of her psychotic episodes in earlier years, as well as her now life-long struggle with anorexia. She's overcome the disorder but it never really leaves her, and eating is still difficult. Freya's previous boilfriend at Amityville was weaponized by hunters, and that knowledge almost destroyed her. But since then she's learned to combat the self-destructive tendencies that plague her, with the constant support of Kettil by her side. She has also met the hunter that bonded with Herryk, her weaponized ex, and has a strangely affectionate connection with the hunter despite all that the hunters have done to ruin her life.
▶ Without You, I Go Hazy Freya met Kettil while she was dating someone else, and because of this, the strong bond that they immediately felt was kept at the level of friendship. They remained the best of friends even as both of them dated other people, and Kettil was a constant support in every major turning point of Freya's life, good or bad. When she and Herryk split up, Kettil forced her not to give up on life, but he also exposed feelings for her that she realized she reciprocated. Mutual tragedy found their friendship soaring to a new, unexpected level. Early in the relationship, both feared that their choices were based on some kind of rebound, but as time wore on and they continued to support one another as best friends as well as lovers, the truth of their bond was finally revealed. Freya wouldn't have survived without Kettil, and she is constantly awed by the luck she was blessed with to have fallen so hopelessly in love with her best friend.
▶ Emotes For Days Freya's spirit is still childish and free, but her final years at Amityville were successful in teaching her how important it was to find herself, and establish her identity. She latched on to social media rather quickly, enjoying an outlet for every thought that popped into her head. At first, her focus was on her obsession with Johnny Danger, a famous rock star. Now, her obsession with fashion and the celebrity industry in general has taken over, and she intends to turn that energy into a business. She has started a fashion blog, using her contacts from modeling jobs she has acquired to get into runway shows, and will continue to stretch out her wings as a professional social butterfly.
FEAR___
▶ Doppleganger: Freya appears to split into two versions of herself, though the process leaves it unclear which one remains to be the real version. Both versions attack now! Using Battle Mechanics: Double Take
How It Works____
Tier Three: 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.
Example: Say I roll 2, 5, 4, 6.
2+5=7-6= 1 for first attack.
4+6=10-6= 4 for second attack.
Note #1: You can only target ONE person with this attack!
▶ Call of Valhalla: She calls upon the mighty forces of the otherworld to slam pain down upon thee. It's pretty awesome. Using Battle Mechanics: Battle Cry
How It Works____
Tier Two: Dice: 7d4 First Dice:
1: Miss
2-4: Full Damage
Damage: Add up remaining dice. This total is the damage dealt to your opponent. Average Damage: 15
▶ Guardian Angel: Her wings seem to grow and wrap around the target. Using Battle Mechanics: The Barrier
How It Works____
Tier One: Dice: 1d4 This Dice: indicates how many turns the Barrier will last.
1-2: 1 Turn
3-4: 2 Turns
Amount: 5/5
Important: Please place this in your posts ABOVE your HP. Remember to always subtract Barrier damage before subtracting from your HP!
[color=green][b]T1 Barrier in effect!:[/b] 5/5[/color]
▶ Turn it up to 11: Using Battle Mechanics: Gambler's Chance
How It Works____
Tier Two: Dice: 8d12 First Dice:
1-6: Miss
7-12: Hit
Damage: Total of second, third, and fourth dice. Fifth Dice:
1: Take the full 100% damage.
2-4: Take 80% damage (multiply result by .8)
5-7: Take 75% damage (multiply result by .75.)
8-12: Take 50% damage (multiply result by .5 or divide by 2)
Damage to Self: Total of last three dice multiplied or divided by the modifier. This always hits you! Average Damage to Opponent: 19
Posted: Sat Apr 19, 2014 12:16 am
General Profile____
Name: Kettil Blacke (True name: Kajika) Amityville RP Journal:Located here! Official Art:Year 1 | Year 2 | Year 3 | Alumni Nicknames: Kett, Hooter Gender: Male Age: 21
Faction/Race: Reaper / Muut Familiar:Endzela (Great Horned Owl)
Natural Ability:
▶ Shared Sight – A Muut can see through the eyes of their owls by closing their own eyes and concentrating. Through the shared vision they get the perks of the owl’s vision (night vision) and other similar vision based perks. This way a Muut can scout ahead to feel out a dangerous situation or to simply spy on others. Abrupt break in this connection can be painful for both owl and Muut resulting in headaches and momentary disorientation. During this sharing of sight the Muut can only move very slowly and usually with the aid of a guide that they can trust.
▶ Speak as One - Muut can speak through their owl. This helps with timing in chants for spells and helps with harmonizing, but it also requires that both Muut and Owl are in good standing with each other. If an owl and their summoner are having issues then there is an inability to truly synchronize.
▶ INCOMING..As soon as I think of something...
Personality:
▶ Uuuugh so bored... Boredom does not do well with him. Kettil needs to have something to do to occupy his time if left to his own devices. When bored he might make unwise life decisions that might cause him trouble later on. To try and curve the penchant for getting into trouble when bored, Kettil has a couple of hobbies that might occupy his brain for a time. He makes bead jewelry and enjoys exercising to let off steam, and very rarely he might sit down and read something, though reading is unlikely to keep his interest for very long. Performing tasks that bore him usually leads to annoying him and make him feel as if he is wasting his time, but he will try to see it through to the end rather than allowing himself to abandon the task.
▶ Seemingly endless patience... Kettil is able to sit through tasks that one would expect to bore him but instead they relax him. He enjoys fishing for hours at a time, or he will sit and make beaded jewelry until his hands cramp up and feel nothing but contentment at the end of it all. Individuals who have loud or seemingly obnoxious behaviors are met with a kind and good natured Muut – so long as they don't abuse his good will or insult his family. His quiet and patient moments are a stark contrast to times where he is excitable and shows his true playful nature underneath.
▶ Slow burning fuse... Kettil's feathers are not very easy to ruffle up, someone would really have to work at it to upset him or know what buttons to push. He prefers laughing and having a good time, making jokes and getting to know his friends and would rather not be angry. If gotten angry enough he will lash out and tell people exactly what he thinks of them. After letting off steam he might feel guilty and seek to apologize for the unpleasant exchange and then he is right as rain again. Kettil dislikes being angry and would rather laugh and joke around with others.
▶ Is that a challenge? BRING IT! He works hard and he plays hard. Kettil does not go into anything half-assed and will give his all to a project, especially if it is something he enjoys. He enjoys difficult and challenging tasks, things that help him grow as an individual, and the more he learns about himself or others through a challenge the more he enjoys it. He is very unlikely to give up after a failure or even multiple failures, unless someone forces him to stop. Kettil is a believer in hard work and perseverance, it is something he hopes to pass on to others.
▶ Devotion beyond measure... He might flirt a little and be playful with other ghouls, but his heart belongs to only one. Kettil will stand by Freya through thick and thin and would never betray her, but his devotion doesn't end with just the love of his life. Kettil is also devoted to his friends and family but it is on a much lesser level than his devotion for Freya. Through his love and devotion to Freya he has discovered a small jealous streak that sometimes flares up when others flirt with her. He trusts Freya enough to not let things get out of hand, or at least not start a fight unless the other party insults him directly.
FEAR____
▶ Unseen Mayhem - Kettil can go invisible, however, he cannot be in eyesight of his chosen victim and also if he bumps into something, trips, or physically touches (or hits) his victim then he becomes visible again. Kettil is allowed to speak or make noises as much as he pleases (to further unnerve his target before he strikes). This ability will improve as he grows. Using Battle Mechanics: The Mind
How It Works____
First Level: 3d4 First Dice: represents your Accuracy.
1-2: Miss 3-4: Success!
Second Dice: represents your Modifier.
1 means your opponent adds +1 to their modifier. If their modifier was -6, it is now -5! 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.
1, 2: affects your opponent's next turn 3, 4: affects your opponent's next two turns
Second Level: 3d4 First Dice: represents your Accuracy.
1: Miss 2-4: Success!
Second Dice: represents your Modifier.
1-2 means your opponent adds -1 to their modifier. If their modifier was -6, it is now -7! 3-4 changes your opponent's damage modifier from -6 to -8.
Third Dice: represents how many turns the effect lasts.
1: affects your opponent's next turn 2-4: affects your opponent's next two turns
▶ Newák'a (My Wing) - Kettil taps into Endzela's ability to fly in a sort of cosmetic way. It lends him an extra bit of momentum and height as he leaps forward to pummel his enemies as he swoops in for a stronger hit. Onlookers might note that there is the illusionary lightly glowing purple outer shape surrounding him looking similar to a fierce owl going in for the kill. Using Battle Mechanics: Battle Cry
How It Works____
First Level: 4d4 First Dice:
1-2: Miss 3-4: Hit
Damage: Add up remaining dice. Average Damage: 8
Pales
Demonic Gatekeeper
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Pales
Demonic Gatekeeper
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Posted: Sat Apr 19, 2014 12:18 am
- Child Information - Name: Peder Blacke Gender: Male Player: Nio Love And Pales
Faction: Reaper Race: Valkyrie
Natural Ability: -Lament-: Valkyries are said to be able to sing with a voice so sad it stops their opponents in their tracks. (The child version of this is that if he cries a lot, he'll just make people sad, even cold hearted child haters)
Personality: Peder, as he grows, is going to be a very calm, serious, peaceful boil. He is a quiet anti-thesis to his wild, loud parents. He has his father's temper, which means he is patient, and not fiery like his mother. He's also very gentle, and extremely fair to a fault. As a teenager he will rebel against most things, and struggle to be an individual in everything he does.
Physical Description: (Remember that SMALL TRAITS ONLY can pass down from parents.)