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THIS IS HALLOWEEN

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Tags: Halloween, Demons, Monsters, Roleplay, Academy 

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WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Sun Jul 15, 2012 1:03 pm


The empty main tent, where Medea often resided, there to guide those in Trance, was empty. In fact, the black iron pyre was only lightly smouldering, flickering with the last bits of incense and fragrance.

While the Head Priestess was not really one to leave meaningful notes wherever she went, she also almost never left the main tent, and if she did so, always informed one of the four Protectors, the former Heirs: there were many nights after all that clans members would see Medea chatting with Aisa, consulting Invictus and Eris, or even babying Cymbelline, combing the Famine Heir's hair back into submission while chastising them lightly about wandering too far off territory.

Medea was gone, but at the very center table was a map.

A map of Amityville. Scrawled right on the map in fine print were simple, cryptic words.

Search what you desire.

That was it: no more, no less.


OOC: Return to Amityville


- It seems, from the evidence left behind that Medea was onto something, though where could she had gone at this critical time, especially after what happened?
- All Horsemen can visit Amityville, maybe even mingle with the students? Maybe one of them might have even seen the Head Priestess?


EXPLORING: AMITYVILLE


EXPLORING AMITYVILLE:

Occasionally, in thought, horsemen might hear something, the faintest, lightest click. A door that does not seem to have been there before opens up, but what exactly awaits them on the other side? (Horsemen can explore/ move around the HH area/ engage in PVP with Hunters)
- It seems Medea thinks that Amityville has something, perhaps something, someone in the school will provide an answer? PRP between horsemen and students are aokay!


THE HUMAN WORLD

THE HUMAN WORLD

Horsemen, may also revisit the statue that Medea found (prior to Hunter PVP). If they activate it, they will see a half-shattered mirror inside a room. However, it is still warm to the touch: activating it will send them (HORSEMEN ONLY) to the Human World.
- OOC: If you are making a HUMAN WORLD rp, please post in the MAIN section of the TiH forums (Amityville/Halloween) and label your rp as HUMAN WORLD. This rp is open for HORSEMEN ONLY.

gaia_crown [SETTING]: Right now the Human World only sends Horsemen to one area: a very small dwelling of Humans that make easy pickings.
Horsemen can go to this area of the Human World (a pine forest area, north, chill and quiet, with a small village next to a river) and raid it for Fear. Due to potential Hunters, they should not go alone, and most likely, should not try to attract that much attention.

gaia_crown [FEAR HARVESTING]: Horsemen can harvest Fear from the Humans. They may capture and kill as many Humans as they'd like: even manifest a bit of their appearance to terrify the humans. Humans normally cannot see Halloween creatures, but Horsemen have learned through centuries how to easily manifest their form into one of abject terror.
- It is recommended that Horsemen Fear Harvest together in small groups, as one of them can keep a watchful eye out for danger as well.
- Killing Humans also yields a GREAT amount of Fear but is extremely risky, as it might attract unwanted attention. Usually a good amount of 2-3 humans killed will yield enough Fear for horsemen for days. Elderly humans make the best targets for killing, while scaring humans without killing is most easily done with children for optimal FEAR harvesting.
- To FEAR HARVEST, simply roll a 100-sided dice and match your dice roll to the results below. You can do this THREE TIMES per character.

1- 20: You see a small child, and they stare straight up at you, recoiling in terror as they watch you manifest your Fear to a more tangible shape. You will probably give them nightmares for months on end, but you manage to get an incredible amount of Fear from it. The feeling is overwhelming. +2 Fear
21 -40: You walk around, unseen, until you see a couple by the river, moving around unassuming. You quickly manifest your Fear and show them bits and pieces of your form, what they probably see as dark shadows, a sense of terror, a fear of the unknown. They scream, holding each other, one of them tells the other you run. You can't help but feel almost intoxicated by the Fear and draw it out to the very last minute, letting the scene play out before you kill them both. +2 Fear
41 - 60: You see an elderly woman who walks around nervously. They are a prime target, and you quickly manifest your Fear and watch as they scream and scream... their death is quick and painless. +1 Fear
61 - 80: You notice that there are suddenly way too many humans milling about: humans in numbers means a less effective ability to harvest Fear from a single human. You wait your time for the crowd to thin out.
81 - 100: You sense a presence nearby, something else - another creature of Halloween perhaps. However, it does not matter as you quickly search for another target...

gaia_crown [FEAR CALCULATION TOTAL]: Oocly, you can only do this once, though you can have unlimited IC Fear harvests with others.

- If you have collected 5+ FEAR: For the next 10 consecutive attack turns, CARRIED OVER UNTIL USED UP you MAY use your horsemen's special effect: Every time your horsemen hits successfully, add + 1 attack to their attack power. This works even in GM battles.

- If you have collected 3+ FEAR: For the next 5 consecutive attack turns, CARRIED OVER UNTIL USED UP you MAY use your horsemen's special effect: Every time your horsemen hits successfully, add + 1 attack to their attack power. This works even in GM battles.

- If you have collected 1+ FEAR: For the next 3 consecutive attack turns, CARRIED OVER UNTIL USED UP you MAY use your horsemen's special effect: Every time your horsemen hits successfully, add + 1 attack to their attack power. This works even in GM battles.



OOC

Feel free to post a reaction post before continuing onwards!
PostPosted: Sun Jul 15, 2012 9:08 pm


Eisheth was incredibly angry. For Queen's sake, what was that priestess thinking? First, she led them to an adventure that drastically changed everything: the alchemist was sure unpleasant thoughts would keep torturing her for a couple of months; she just couldn't help feeling the loss, the rage, the.. emptiness inside her, as something very important was missing. But that wasn't the case; they were no kids from Amityville, they were mature horsemen, and they probably could handle that.

Aside from the fact Medea disappeared at the very moment they really needed her, the moment they all may be, like never before demanded guidance, the head priestess simply ignored the whole Lost Clan being at her service. She probably did find something interesting, and obviously dangerous, and went all alone, like they all were nobody to rely on. Was it expected from a wise leader? Eisheth was clever enough to realize Medea wasn't the one to be kidnapped, or to be caught unaware, so it should be the Head Priestess who just made her move, and went there by herself, while she could summon all of them, some of the best fighters and the most powerful creatures in the entire realm. Oh Jack.

The alchemist just didn't know what to do, and her rage had one single purpose: convincing herself. It was hard to admit, they were almost blind without Medea's presence. How did it turn out they suddenly became so dependable on her? That was just wrong: no matter how powerful she was, she actually could be killed by hunters, as any other horseman (well, except Death probably), and if one day she would be killed, what are they going to do, in the first place? Huh?

santime

Vicious Aggressor

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