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THIS IS HALLOWEEN

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WHERE IT IS ALWAYS HALLOWEEN (and sometimes exams) 

Tags: Halloween, Demons, Monsters, Roleplay, Academy 

Reply { World of Halloween } ------ All world/rp information here!
{ THE FOUR CLANS } All Horsemen Information Here!

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WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Sun Apr 22, 2012 3:13 pm
User Image - Blocked by "Display Image" Settings. Click to show.


ALL HORSEMEN INFORMATION:
exclaim Come view all Four Clans updated information HERE, including growths, clans info, job classes, new tasks, etc etc exclaim
 
PostPosted: Thu Apr 26, 2012 2:34 pm
HORSEMEN GROWTHS AND YOU!:

ALL HORSEMEN REGARDLESS OF CIRCLE (outer OR inner) start at BASE STATS. That is 40/40 HP, 2d8-6, 1 Y2 Fear charge. REGARDLESS.

- As Horsemen grow, their Fear levels begin to grow as well! At first their Fear is extremely weak, because with the sundering of their homelands, they lost a lot of the ambient Fear they worked with. HOWEVER, the more they grow and immerse in the Lair and in Halloween, the stronger their Fear will become.
- Unlike the other classes, Horsemen work with each other! That means even if they grow in Fear, they do not "rank" up, and simply, choose to stay in whatever class they wish. That means a horsemen with extremely high Fear could stay a Famine Colony Soldier their entire life! It is simply a matter of choice! Horsemen DO NOT RANK UP, EACH JOB IS AS IMPORTANT AS THE OTHER.
- Horsemen never pull rank on each other as each job is considered equal unless they are a Protector, the High Priestess, or of course one of the four Horsemen Leaders.

The breakdown is as follows:

gaia_crown FEAR LEVEL 1: This is the equivalent of the "starting" stage for the Horsemen. ALL HORSEMEN REGARDLESS OF CIRCLE (outer or inner) start here. Once again, they have 40/40 HP, 2d8-6, and 1 Y2 Fear charge. For more information on battling, please go here

gaia_crown FEAR LEVEL 2: This is when a Horsemen begins to progress in Fear, simply by immersing themselves with the world. They will feel stronger, become better at what they do in their job. They also have a choice as always to change jobs. Though they are more efficient in what they do, they will never belittle others, simply contribute to the Lost Clans as a stronger community member.
- All Horsemen need 125 growth points to progress to this stage. Once you have reached 125 growth points you will to post here IN THE GROWTHS THREAD for a special growth Task, simply to acknowledge that they have grown in Fear and are willing to proceed further along their Path/ take on harder tasks.
- Please note there is a 6 month cooldown between Fear level 1 and 2.
 

WE ARE HALLOWEEN
Captain

Blessed Member


Zoobey
Artist

Magical Incubator

PostPosted: Sat Aug 11, 2012 4:34 pm
HORSEMEN Q &A

What dice roll/ battle Mechanics do horsemen starting off get?

- You roll 2d8 with a -6 modifier for battles, with only one target. You get one Y2 Fear and you start off at 40/40 HP. For more information on how to battle, see the Battle Guide.

Do Horsemen Grow?

- Horsemen CAN grow, it takes 125 growth points to grow to a horsemen's final stage with a 6 month cooldown.

Do Job classes affect what stage my Horseman is at/ its power level?

- Other than a potential social ranking, not at all no, @ battle stats.

Why would I want to grow my horsemen?

- You can get potentially new growth stage art, upped battle stats, and you will also be able to gain a new natural ability (shapeshifting into your mount form).

Explain to me mounts in detail

- Horsemen mounts are something of a literal projection of the Horsemen's own Fear. Think of it as how werewolves can turn into wolf form, but instead of shapeshifting, starting level horsemen can only summon that form and use it as a mount to travel from point A to point B. It cannot attack, and they can only retain this ability for a very limited period of time

- In their second year/ growth, Horsemen will be able to turn into their mount forms, sustaining this ability for a longer period of time.

Explain to me weapons in detail

- Weapons are non-sentient and simply a projection of the Horsemen's Fear, similar to reapers. They do not grow like how Hunters grow, and a horseman can easily attack without summoning a weapon, as many horsemen do not use weapons to attack, also depending on job and clan. A weapon is something of a security blanket as well as more of a sign of status that they are not just typical Halloween commoners, they are the Lost Clan.

What can my clan member do in Halloween?

- The Lost Clan reserve is very close to Amityville but not a part of it. They have their own agenda, which is at the moment, to rebuild bits and pieces of their own world into the reserve. After the initial rebuild phase, Amityville students can be invited to their reserve: incidentally, Lost Clan members are allowed to browse Halloween, and may accidentally time upon time, stumble upon Amityville activities. There is no need for Lost Clan members to take classes, they have their own sessions and jobs to deal with!


What is the difference between Outer and Inner circle?

- The only difference is ICLY (see above) in terms of RP. In terms of power/ stats/ battle stats etc, ALL HORSEMEN OUTER OR INNER CIRCLE have to earn it. See the post about FEAR LEVELS.


 
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{ World of Halloween } ------ All world/rp information here!

 
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