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[HORSEMAN ENROLLMENT] Eris - Heir of War (Ready!) - ACCEPTED

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x_Nata_x

Interesting Conversationalist

PostPosted: Tue May 17, 2011 1:31 am


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AMITYVILLE ACADEMY ENROLLMENT FORM

Name: Eris
Nicknames: N/A
Gender: Female
Age: Appears 17

Faction/Race: Horsemen - Heir of War

Personality: Here is a song 4 u

Impulsive -- Eris is definitely the firecracker of the Big Four, and probably the most difficult to predict. Prone to doing things spur of the moment, it's hard to tell whether or not she thinks about the consequences of what she's about to do before she does it, although either way it's clear she doesn't care. Either way, it's clear from her behavior that her favorite form of entertainment is to do something unexpected, something that, along with many of her other bad habits, only worsened after being stuck on the island for what seemed like indefinitely. Each of the Four had their ways of coping -- Eris lost inhibition. Whatever sense of morality or conscience she had has withered away to almost nothing, leaving behind a hollow shell that lives for the adrenaline, just to remind her she's alive, and not trapped in an eternal nightmare that has nothing to do with FEAR.

Hot headed -- Along with her tendency towards impulsiveness, another of her bad qualities to be amplified was her tendency to towards anger. Even before the Insanity brought forth by the island, Eris had a fierce temper and a short fuse to match it. Unfortunately, being stuck inside her own head for all hours of the day didn't help matters -- it takes very little to set her off now, with any sort of logical, reasonable explanations invoking the worst reaction from her. If you're lucky, her sharp tongue or the cold shoulder is the only thing you'll experience if you piss her off. If you're not... well, things might get a little hot. And not in the good way.

Cold -- For someone revolving so pivotally around heat, when it's all said and done Eris is remarkably cold individual, especially in terms of deep, interpersonal interactions. You don't mean anything to her -- although she'll smile sweetly and wink your way, as soon as you prove to be uninteresting she won't give you a passing glance. Everyone is a pawn in a little game she plays just to keep herself from going any more crazy, with the exception of the other Horsemen. Don't expect anything deep from her -- in the end, it's likely that anything she's ever told you has been a lie... really, are you sure her real name is actually Eris?

Likes -- smoke, everything about fire

Dislikes -- logic

Why did they enroll at the academy? She thought it'd be fun~ Why not?

Natural Ability: Because she is a 'graduate' as well as the heir to one of the horseman clans, she has a few:

*As with all Horsemen, Eris has the ability to summon a mount -- in her case, since she is the heir of war, the horse she summons is red. The horse stays tangible up until the point where she dismounts, upon which it dissolves into a puff of red smoke.

*As with all heirs, she has the ability to turn into a GIANT FIFTY-FOOT CRAZY-HORSE OF DOOM. Which can breathe fire.

*Eris has the ability to summon her clan's 'weapon,' which for War is a sword. This weapon, however, is used more like a reaper's in it's more for channeling magic than for an actual physical attack -- for War this magic would be the power of fire. Usually she prefers to keep it as a dagger at her waist, drawing her weapon can expand it to its full length. Although she doesn't need to touch it to summon her hellfire, it's a hell of a lot stronger if she does. This is usually done in a sweeping motion, her right hand crossing over her body to touch the hilt of the weapon, sweeping it back around her in a broad arch of fire.

Fear: Eris is a firebender. Yeah, really.

PostPosted: Sat May 28, 2011 4:05 am


Aaaaand one more post, jic <3

x_Nata_x

Interesting Conversationalist


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jun 07, 2011 10:59 pm


The office this brilliant Webday morning was punctuated by a strange sort of ruffling sound.

The office Shredder looked left and right. To their left, a gnome, muttering something about skitters as they mopped up the floor. To the right, a... large blue thing draped over the desk. This large blue thing had been occupying their property for quite a while now, and the Shredder had tried all sorts of methods to pester, cajole, and otherwise harass the Blue Thing until it left, but no such luck.

However, today there would be none of this. The Shredder was out on a mission.

It was on a diet.

Hellma would wonder a few days later why the Acceptance Bin seemed extra-ordinarily overweight.
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