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[ENROLLMENT] Mahlan Ulmace - Plant Spirit [accepted]

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Rathurue

Alien Abductee

PostPosted: Wed Aug 28, 2013 6:43 am
AMITYVILLE ACADEMY ENROLLMENT FORM

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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 and times 16 is 71.)

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.

FEAR Ability:

*Amber Blood:
High-pressurized sap courses in her veins...or should it be xylems? This sap can be used for various things:

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.

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. Hmm.

[Mechanic is Headlights]

*(Y2 and Y3 abilities in spoilers!)

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! =>  
PostPosted: Wed Aug 28, 2013 7:05 am
Rathurue


SUP RATH

Just a fly by glance at her Nat Ability and it seems like you have wayyy too much going on there. Starting off, she should only have one Nat Ability and one FEAR, so just pick one Nat Ability to start with and maybe save the rest for when she grows in years! i.e. Y1 she has this sap that she uses to stick on people, Y2 she can use it to help with minor injuries (anything higher and she would be too overpowering; the "medicine making" sounds a bit too powerful as well, especially for a Y1 ability).

That's all for now! Grats on winning!
 

kuropeco

Dramatic Marshmallow


Rathurue

Alien Abductee

PostPosted: Wed Aug 28, 2013 8:07 am
kurotomato

Thanks! That's just dumping all the ideas on my head really, The ability for her Y1 is the glue one (Headlights), while the Y2 would be the medicine (The Chill) and Y3 the armor one!

She could do those from start, yet she doesn't explore those abilities too much (the reason is the amount of sap needed) Too many ideas really... sweatdrop  
PostPosted: Fri Sep 06, 2013 7:52 am
Updated! Ahh, peoples at work demanded three presentations in each month... confused  

Rathurue

Alien Abductee


Ravvlet
Crew

Hygienic Waffles

PostPosted: Sat Sep 07, 2013 7:29 pm
Quote:
*Overabundant Greenery [Forced Growth]: Able to manipulate plants to a degree (Y1 ability). Raising shrub shield? At best a large leaf to repel water. Root Spear? More like root p***k. Entangling Vines? The best she can summon is just usual ivy to trip someone down. Sleep/Poison/Paralyzing spores? Nope. Just hay fever.

This ability is limited to the type of plants existing on the surroundings, though. You can't make a non-flowering plant to create pollen, hardwood to entangle, or vines to form a spear, can't you?


HI! biggrin

The only possible problem I see is in the natural ability above, the way you describe it seems like a lot of 'combat' type abilities? Natural abilities are mostly for RP flavor, so maybe something more along the lines of making flowers bloom or being able to encourage plant growth would work better. Also, as Kuro mentioned before you only get one ability at Y1, so you'd need to pick one thing and stick to it.

smile Grats on your win!  
PostPosted: Wed Aug 19, 2015 5:32 pm
BASIC CHARACTER KIT WHAT DO I DO NEXT


Welcome to This is Halloween!

Congratulations! Your character has passed the enrollment process and you're cleared to begin playing. Essentially, this means you can get your art certed, make your character's journal, and most importantly start RPing. If you're a little lost then don't worry, this guide is here to point you in the right direction.

gaia_crown [ Art Check! ]:

- Do you have your character's art? Great! Move onto the next crown.

- If you do NOT yet have your art, you may now contact your artist and let them know that they may now start on creating your character!

gaia_crown [ Certs & Emblems ]:

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- If your character is a STUDENT, you may create a customized student pin for them. This is entirely optional (but fun!) special badge that is unique to your character's design! You can find more information about pins (also known as their emblem) here.

- Hallowen characters (Students & Horsemen) may bet their character certed here!

- Hunters may get their certs here!

gaia_crown [ Creating a Journal ]:

- A journal is a thread where you can keep track of your character's accomplishments, RPs, progress, relationships, etc!

- All HALLOWEEN characters (Students & Horsemen) may create one here!

- All Hunters may create one here!

gaia_crown [ Let's RP! ]:

- Don't be shy about RPing! As soon as your character has been enroll approved you can start! Check out this awesome information about The World of Halloween and Amityville Academy. All students start off in Amityville academy. Need more things to do? Check out this whole subforum! Anything labelled Activity is open for you! Occasionally GMs will promote and open CLASSROOM orps. These usually happen in the classroom subforum. All students are invited to participate!

- If you are a Hunter, you will want to read the Hunter Newbie Guide Icly, your character will be given access to a pamphlet and invitation to an orientation. Occasionally GMs will promote and open MISSION orps. These usually happen in the main Deus subforum and be followed by a guild announcement. All Hunters are invited to participate!

- If you are a Horsemen, please refer to here and the handy links in the first post as well as the other posts for concurrent and quest information! Need more things to do? Check out this whole subforum! Anything labelled Activity is open for you! Occasionally GMs will promote and open CLASSROOM orps. These usually happen in the classroom subforum. All Horsemen are invited to participate!

gaia_crown [ What's happening currently? ]:
- We try to keep all important things happening regularily updated in the ANNOUNCEMENTS THREAD. This goes for ALL FACTIONS. Have a question? Ask it in the Q & A !

gaia_crown [ Still feeling a little lost or overwhelmed? That's okay! ]:
- Check out what was just mentioned in FULL DETAIL HERE! Don't be too overwhelmed, there's time to sort everything out. For now, just enjoy some simple RP!

gaia_crown [ Finding RP ]:
- There's a bunch of ways to find RP. You can just contact a friend or any shop regular OR one of our available GMS for help! Otherwise, there are a lot of people looking to plot with YOU in their plotting threads! You can even make your own and advertise in your sig/ in the main thread/ etc etc!

- In addition any thread marked ORP is open for you to join!

- If you ever feel lost as a newbie, our many GMs are more than happy to one on one RP with you to help your character get acquainted. Send a PM to WE ARE HALLOWEEN and we can get you started this way as well. Otherwise, enjoy immersing yourself in the many RPS in TiH! It is all about discovery after all!

 

Marushii
Vice Captain

Enduring Loiterer

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